package widget type Action struct { ActionType ActionType WidgetType WidgetType WidgetId int ParentId int State State // Text string // what is visable to the user ProgName string // a name useful for programming // most primitive widgets just store a single thing Value any // how to arrange widgets Direction Orientation // All the strings for things like dropdown menus // They must be sent in display order // These must be unique Strings []string Range RangeType // RETHINK / REDO EVERYTHING BELOW HERE // This is used for things like a slider(0,100) X int Y int // This is for the grid size & widget position W int H int AtW int AtH int // Put space around elements to improve look & feel // Margin bool avoided due to use of action types // Pad bool // Make widgets fill up the space available Expand bool } type ActionType int // Add, SetText, Click, Hide, Append, Delete, etc const ( Add ActionType = iota Delete Get Set GetText SetText AddText Checked Show Hide Enable Disable SetMargin Margin Unmargin SetPad Pad Unpad SetExpand Append Move Dump User // the user did something (mouse, keyboard, etc) ToolkitLoad // attempts to load a new toolkit ToolkitInit // initializes the toolkit ToolkitClose // closes the toolkit ToolkitPanic CloseWindow UserQuit // the user closed the GUI EnableDebug // open the debugging window ) func (s ActionType) String() string { switch s { case Add: return "Add" case Delete: return "Delete" case Get: return "Get" case Set: return "Set" case GetText: return "GetText" case SetText: return "SetText" case AddText: return "AddText" case Show: return "Show" case Hide: return "Hide" case Enable: return "Enable" case Disable: return "Disable" case Margin: return "Margin" case Unmargin: return "Unmargin" case Pad: return "Pad" case Unpad: return "Unpad" case Append: return "Append" case Move: return "Move" case Dump: return "Dump" } return "ActionType.String() Error" }