Added TableModelHandler; started TableModel.
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133
tablemodel.go
133
tablemodel.go
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@ -2,30 +2,24 @@
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package ui
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// #include <stdlib.h>
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// #include "ui.h"
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// #include "util.h"
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// extern int doTableModelNumColumns(uiTableModelHandler *, uiTableModel *);
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// extern uiTableValueType doTableModelColumnType(uiTableModelHandler *, uiTableModel *, int);
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// extern int doTableModelNumRows(uiTableModelHandler *, uiTableModel *);
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// extern uiTableValue *doTableModelCellValue(uiTableModelHandler *mh, uiTableModel *m, int row, int column);
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// extern void doTableModelSetCellValue(uiTableModelHandler *, uiTableModel *, int, int, const uiTableValue *);
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// static inline uiTableModelHandler *allocTableModelHandler(void)
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// extern void doTableModelSetCellValue(uiTableModelHandler *, uiTableModel *, int, int, uiTableValue *);
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// // deal with cgo being dumb
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// static inline void realDoTableModelSetCellValue(uiTableModelHandler *mh, uiTableModel *m, int row, int column, const uiTableValue *value)
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// {
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// uiTableModelHandler *mh;
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//
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// mh = (uiTableModelHandler *) pkguiAlloc(sizeof (uiTableModelHandler));
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// mh->NumColumns = doTableModelNumColumns;
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// mh->ColumnType = doTableModelColumnType;
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// mh->NumRows = doTableModelNumRows;
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// mh->CellValue = doTableModelCellValue;
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// mh->SetCellValue = doTableModelSetCellValue;
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// return mh;
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// }
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// static inline void freeTableModelHandler(uiTableModelHandler *mh)
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// {
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// free(mh);
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// doTableModelSetCellValue(mh, m, row, column, (uiTableValue *) value);
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// }
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// static const uiTableModelHandler pkguiTableModelHandler = {
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// .NumColumns = doTableModelNumColumns,
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// .ColumnType = doTableModelColumnType,
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// .NumRows = doTableModelNumRows,
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// .CellValue = doTableModelCellValue,
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// .SetCellValue = realDoTableModelSetCellValue,
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// };
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import "C"
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// TableValue is a type that represents a piece of data that can come
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@ -99,3 +93,108 @@ func tableValueFromLibui(value *C.uiTableValue) TableValue {
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}
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panic("unreachable")
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}
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// no need to lock these; only the GUI thread can access them
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var modelhandlers = make(map[*C.uiTableModel]TableModelHandler)
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var models = make(map[*C.uiTableModel]*TableModel)
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// TableModel is an object that provides the data for a Table.
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// This data is returned via methods you provide in the
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// TableModelHandler interface.
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//
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// TableModel represents data using a table, but this table does
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// not map directly to Table itself. Instead, you can have data
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// columns which provide instructions for how to render a given
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// Table's column — for instance, one model column can be used
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// to give certain rows of a Table a different background color.
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// Row numbers DO match with uiTable row numbers.
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//
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// Once created, the number and data types of columns of a
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// TableModel cannot change.
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//
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// Row and column numbers start at 0. A TableModel can be
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// associated with more than one Table at a time.
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type TableModel struct {
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m *C.uiTableModel
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}
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// TableModelHandler defines the methods that TableModel
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// calls when it needs data.
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type TableModelHandler interface {
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// ColumnTypes returns a slice of value types of the data
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// stored in the model columns of the TableModel.
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// Each entry in the slice should ideally be a zero value for
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// the TableValue type of the column in question; the number
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// of elements in the slice determines the number of model
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// columns in the TableModel. The returned slice must remain
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// constant through the lifetime of the TableModel. This
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// method is not guaranteed to be called depending on the
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// system.
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ColumnTypes(m *TableModel) []TableValue
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// NumRows returns the number or rows in the TableModel.
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// This value must be non-negative.
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NumRows(m *TableModel) int
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// CellValue returns a TableValue corresponding to the model
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// cell at (row, column). The type of the returned TableValue
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// must match column's value type. Under some circumstances,
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// nil may be returned; refer to the various methods that add
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// columns to Table for details.
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CellValue(m *TableModel, row, column int) TableValue
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// SetCellValue changes the model cell value at (row, column)
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// in the TableModel. Within this function, either do nothing
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// to keep the current cell value or save the new cell value as
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// appropriate. After SetCellValue is called, the Table will
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// itself reload the table cell. Under certain conditions, the
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// TableValue passed in can be nil; refer to the various
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// methods that add columns to Table for details.
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SetCellValue(m *TableModel, row, column int, value TableValue)
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}
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//export doTableModelNumColumns
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func doTableModelNumColumns(umh *C.uiTableModelHandler, um *C.uiTableModel) C.int {
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mh := modelhandlers[um]
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return C.int(len(mh.ColumnTypes(models[um])))
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}
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//export doTableModelColumnType
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func doTableModelColumnType(umh *C.uiTableModelHandler, um *C.uiTableModel, n C.int) C.uiTableValueType {
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mh := modelhandlers[um]
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c := mh.ColumnTypes(models[um])
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switch c[n].(type) {
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case TableString:
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return C.uiTableValueTypeString
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case TableImage:
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return C.uiTableValueTypeImage
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case TableInt:
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return C.uiTableValueTypeInt
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case TableColor:
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return C.uiTableValueTypeColor
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}
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panic("unreachable")
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}
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//export doTableModelNumRows
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func doTableModelNumRows(umh *C.uiTableModelHandler, um *C.uiTableModel) C.int {
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mh := modelhandlers[um]
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return C.int(mh.NumRows(models[um]))
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}
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//export doTableModelCellValue
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func doTableModelCellValue(umh *C.uiTableModelHandler, um *C.uiTableModel, row, column C.int) *C.uiTableValue {
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mh := modelhandlers[um]
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v := mh.CellValue(models[um], int(row), int(column))
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if v == nil {
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return nil
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}
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return v.toLibui()
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}
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//export doTableModelSetCellValue
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func doTableModelSetCellValue(umh *C.uiTableModelHandler, um *C.uiTableModel, row, column C.int, value *C.uiTableValue) {
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mh := modelhandlers[um]
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v := tableValueFromLibui(value)
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mh.SetCellValue(models[um], int(row), int(column), v)
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}
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