Added uiWindow.
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@ -94,3 +94,9 @@ func LibuiControlEnable(c uintptr) {
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func LibuiControlDisable(c uintptr) {
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func LibuiControlDisable(c uintptr) {
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C.uiControlDisable(touiControl(c))
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C.uiControlDisable(touiControl(c))
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}
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}
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// LibuiFreeText allows implementations of Control
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// to call the libui function uiFreeText.
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func LibuiFreeText(c uintptr) {
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C.uiFreeText((*C.char)(unsafe.Pointer(c)))
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}
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5
main.go
5
main.go
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@ -57,8 +57,9 @@ func start(errchan chan error, f func()) {
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errchan <- nil
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errchan <- nil
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}
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}
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// Quit queues an exit from the GUI thread. It does not exit the
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// Quit queues a return from Main. It does not exit the program.
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// program. Quit must be called from the GUI thread.
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// It also does not immediately cause Main to return; Main will
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// return when it next can. Quit must be called from the GUI thread.
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func Quit() {
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func Quit() {
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C.uiQuit()
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C.uiQuit()
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}
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}
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@ -0,0 +1,152 @@
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// 12 december 2015
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package ui
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import (
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"unsafe"
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)
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// #include "ui.h"
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// extern int doOnClosing(uiWindow *, void *);
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// static inline void realuiWindowOnClosing(uiWindow *w)
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// {
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// uiWindowOnClosing(w, doOnClosing, NULL);
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// }
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import "C"
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// no need to lock this; only the GUI thread can access it
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var windows = make(map[*C.uiWindow]*Window)
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// Window is a Control that represents a top-level window.
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// A Window contains one child Control that occupies the
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// entirety of the window. Though a Window is a Control,
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// a Window cannot be the child of another Control.
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type Window struct {
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c *C.uiControl
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w *C.uiWindow
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child Control
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onClosing func(w *Window) bool
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}
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// NewWindow creates a new Window.
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func NewWindow(title string, width int, height int, hasMenubar bool) *Window {
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w := new(Window)
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ctitle := C.CString(title)
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// TODO wait why did I make these ints and not intmax_ts?
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w.w = C.uiNewWindow(ctitle, C.int(width), C.int(height), frombool(hasMenubar))
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w.c = (*C.uiControl)(unsafe.Pointer(w.w))
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freestr(ctitle)
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C.realuiWindowOnClosing(w.w)
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windows[w.w] = w
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return w
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}
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// Destroy destroys the Window. If the Window has a child,
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// Destroy calls Destroy on that as well.
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func (w *Window) Destroy() {
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// first hide ourselves
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w.Hide()
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// get rid of the child
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if w.child != nil {
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c := w.child
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w.SetChild(nil)
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c.Destroy()
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}
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// unregister events
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delete(windows, w.w)
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// and finally destroy ourselves
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C.uiControlDestroy(w.c)
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}
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// Handle returns the OS-level handle associated with this Window.
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// On Windows this is an HWND of a libui-internal class.
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// On GTK+ this is a pointer to a GtkWindow.
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// On OS X this is a pointer to a NSWindow.
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func (w *Window) Handle() uintptr {
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return uintptr(C.uiControlHandle(w.c))
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}
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// Show shows the Window. It uses the OS conception of "presenting"
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// the Window, whatever that may be on a given OS.
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func (w *Window) Show() {
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C.uiControlShow(w.c)
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}
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// Hide hides the Window.
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func (w *Window) Hide() {
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C.uiControlHide(w.c)
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}
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// Enable enables the Window.
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func (w *Window) Enable() {
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C.uiControlEnable(w.c)
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}
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// Disable disables the Window.
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func (w *Window) Disable() {
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C.uiControlDisable(w.c)
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}
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// Title returns the Window's title.
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func (w *Window) Title() string {
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ctitle := C.uiWindowTitle(w.w)
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title := C.GoString(ctitle)
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C.uiFreeText(ctitle)
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return title
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}
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// SetTitle sets the Window's title to title.
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func (w *Window) SetTitle(title string) {
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ctitle := C.CString(title)
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C.uiWindowSetTitle(w.w, ctitle)
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freestr(ctitle)
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}
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// OnClosing registers f to be run when the user clicks the Window's
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// close button. Only one function can be registered at a time.
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// If f returns true, the window is destroyed with the Destroy method.
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// If f returns false, or if OnClosing is never called, the window is not
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// destroyed and is kept visible.
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func (w *Window) OnClosing(f func(*Window) bool) {
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w.onClosing = f
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}
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//export doOnClosing
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func doOnClosing(ww *C.uiWindow, data unsafe.Pointer) C.int {
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w := windows[ww]
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if w.onClosing == nil {
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return 0
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}
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if w.onClosing(w) {
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w.Destroy()
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}
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return 0
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}
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// SetChild sets the Window's child to child. If child is nil, the Window
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// will not have a child.
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func (w *Window) SetChild(child Control) {
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w.child = child
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c := (*C.uiControl)(nil)
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if w.child != nil {
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c = touiControl(w.child.Handle())
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}
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C.uiWindowSetChild(w.w, c)
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}
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// Margined returns whether the Window has margins around its child.
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func (w *Window) Margined() bool {
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return tobool(C.uiWindowMargined(w.w))
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}
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// SetMargined controls whether the Window has margins around its
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// child. The size of the margins are determined by the OS and its
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// best practices.
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func (w *Window) SetMargined(margined bool) {
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C.uiWindowSetMargined(w.w, frombool(margined))
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}
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@ -6,8 +6,12 @@ import "testing"
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func TestIt(t *testing.T) {
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func TestIt(t *testing.T) {
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err := Main(func() {
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err := Main(func() {
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t.Log("we're here")
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w := NewWindow("Hello", 320, 240, false)
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Quit()
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w.OnClosing(func(w *Window) bool {
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Quit()
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return true
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})
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w.Show()
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})
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})
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if err != nil {
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if err != nil {
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t.Fatal(err)
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t.Fatal(err)
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