Created a new Control setup; wrote Button for it.
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parent
485c946ad8
commit
838e064107
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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 void doButtonOnClicked(uiButton *, void *);
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// static inline void realuiButtonOnClicked(uiButton *b)
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// {
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// uiButtonOnClicked(b, doButtonOnClicked, 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 buttons = make(map[*C.uiButton]*Button)
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// Button is a Control that represents a button that the user can
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// click to perform an action. A Button has a text label that should
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// describe what the button does.
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type Button struct {
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c *C.uiControl
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b *C.uiButton
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onClicked func(*Button)
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}
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// NewButton creates a new Button with the given text as its label.
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func NewButton(text string) *Button {
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b := new(Button)
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ctext := C.CString(text)
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b.b = C.uiNewButton(ctext)
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b.c = (*C.uiControl)(unsafe.Pointer(b.b))
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freestr(ctext)
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C.realuiButtonOnClicked(b.b)
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buttons[b.b] = b
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return b
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}
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// Destroy destroys the Button.
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func (b *Button) Destroy() {
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delete(buttons, b.b)
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C.uiControlDestroy(b.c)
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}
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// LibuiControl returns the libui uiControl pointer that backs
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// the Button. This is only used by package ui itself and should
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// not be called by programs.
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func (b *Button) LibuiControl() uintptr {
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return uintptr(unsafe.Pointer(b.c))
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}
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// Handle returns the OS-level handle associated with this Button.
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// On Windows this is an HWND of a standard Windows API BUTTON
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// class (as provided by Common Controls version 6).
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// On GTK+ this is a pointer to a GtkButton.
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// On OS X this is a pointer to a NSButton.
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func (b *Button) Handle() uintptr {
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return uintptr(C.uiControlHandle(b.c))
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}
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// Show shows the Button.
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func (b *Button) Show() {
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C.uiControlShow(b.c)
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}
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// Hide hides the Button.
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func (b *Button) Hide() {
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C.uiControlHide(b.c)
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}
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// Enable enables the Button.
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func (b *Button) Enable() {
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C.uiControlEnable(b.c)
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}
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// Disable disables the Button.
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func (b *Button) Disable() {
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C.uiControlDisable(b.c)
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}
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// Text returns the Button's text.
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func (b *Button) Text() string {
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ctext := C.uiButtonText(b.b)
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text := C.GoString(ctext)
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C.uiFreeText(ctext)
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return text
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}
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// SetText sets the Button's text to text.
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func (b *Button) SetText(text string) {
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ctext := C.CString(text)
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C.uiButtonSetText(b.b, ctext)
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freestr(ctext)
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}
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// OnClicked registers f to be run when the user clicks the Button.
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// Only one function can be registered at a time.
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func (b *Button) OnClicked(f func(*Button)) {
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b.onClicked = f
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}
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//export doButtonOnClicked
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func doButtonOnClicked(bb *C.uiButton, data unsafe.Pointer) {
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b := buttons[bb]
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if b.onClicked != nil {
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b.onClicked(b)
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}
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}
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@ -1,107 +0,0 @@
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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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import "C"
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// Control represents a GUI control. It provdes methods
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// common to all Controls.
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//
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// To create a new Control, implement the control on
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// the libui side, then provide access to that control on
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// the Go side via an implementation of Control as
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// described.
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type Control interface {
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// Destroy destroys the Control.
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//
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// Implementations should do any necessary cleanup,
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// then call LibuiControlDestroy.
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Destroy()
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// LibuiControl returns the libui uiControl pointer that backs
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// the Control. This is only used by package ui itself and should
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// not be called by programs.
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LibuiControl() uintptr
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// Handle returns the OS-level handle that backs the
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// Control. On OSs that use reference counting for
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// controls, Handle does not increment the reference
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// count; you are sharing package ui's reference.
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//
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// Implementations should call LibuiControlHandle and
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// document exactly what kind of handle is returned.
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Handle() uintptr
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// Show shows the Control.
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//
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// Implementations should call LibuiControlShow.
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Show()
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// Hide shows the Control. Hidden controls do not participate
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// in layout (that is, Box, Grid, etc. does not reserve space for
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// hidden controls).
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//
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// Implementations should call LibuiControlHide.
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Hide()
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// Enable enables the Control.
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//
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// Implementations should call LibuiControlEnable.
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Enable()
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// Disable disables the Control.
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//
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// Implementations should call LibuiControlDisable.
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Disable()
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}
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func touiControl(c uintptr) *C.uiControl {
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return (*C.uiControl)(unsafe.Pointer(c))
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}
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// LibuiControlDestroy allows implementations of Control
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// to call the libui function uiControlDestroy.
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func LibuiControlDestroy(c uintptr) {
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C.uiControlDestroy(touiControl(c))
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}
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// LibuiControlHandle allows implementations of Control
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// to call the libui function uiControlHandle.
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func LibuiControlHandle(c uintptr) uintptr {
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return uintptr(C.uiControlHandle(touiControl(c)))
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}
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// LibuiControlShow allows implementations of Control
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// to call the libui function uiControlShow.
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func LibuiControlShow(c uintptr) {
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C.uiControlShow(touiControl(c))
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}
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// LibuiControlHide allows implementations of Control
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// to call the libui function uiControlHide.
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func LibuiControlHide(c uintptr) {
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C.uiControlHide(touiControl(c))
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}
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// LibuiControlEnable allows implementations of Control
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// to call the libui function uiControlEnable.
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func LibuiControlEnable(c uintptr) {
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C.uiControlEnable(touiControl(c))
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}
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// LibuiControlDisable allows implementations of Control
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// to call the libui function uiControlDisable.
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func LibuiControlDisable(c uintptr) {
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C.uiControlDisable(touiControl(c))
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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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@ -0,0 +1,63 @@
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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 void doButtonOnClicked(uiButton *, void *);
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import "C"
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// Button is a Control that represents a button that the user can
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// click to perform an action. A Button has a text label that should
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// describe what the button does.
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type Button struct {
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ControlBase
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b *C.uiButton
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onClicked func(*Button)
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}
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// NewButton creates a new Button with the given text as its label.
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func NewButton(text string) *Button {
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b := new(Button)
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ctext := C.CString(text)
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b.b = C.uiNewButton(ctext)
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freestr(ctext)
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C.uiButtonOnClicked(b.b, C.doButtonOnClicked, nil)
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b.ControlBase = NewControlBase(b, uintptr(unsafe.Pointer(b.b)))
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return b
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}
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// Text returns the Button's text.
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func (b *Button) Text() string {
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ctext := C.uiButtonText(b.b)
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text := C.GoString(ctext)
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C.uiFreeText(ctext)
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return text
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}
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// SetText sets the Button's text to text.
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func (b *Button) SetText(text string) {
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ctext := C.CString(text)
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C.uiButtonSetText(b.b, ctext)
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freestr(ctext)
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}
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// OnClicked registers f to be run when the user clicks the Button.
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// Only one function can be registered at a time.
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func (b *Button) OnClicked(f func(*Button)) {
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b.onClicked = f
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}
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//export doButtonOnClicked
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func doButtonOnClicked(bb *C.uiButton, data unsafe.Pointer) {
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b := ControlFromLibui(uintptr(unsafe.Pointer(bb))).(*Button)
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if b.onClicked != nil {
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b.onClicked(b)
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}
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}
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@ -0,0 +1,132 @@
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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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import "C"
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// no need to lock this; only the GUI thread can access it
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var controls = make(map[*C.uiControl]Control)
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// Control represents a GUI control. It provdes methods
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// common to all Controls.
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//
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// The preferred way to create new Controls is to use
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// ControlBase; see ControlBase below.
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type Control interface {
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// Destroy destroys the Control.
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Destroy()
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// Handle returns the OS-level handle that backs the
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// Control. On OSs that use reference counting for
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// controls, Handle does not increment the reference
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// count; you are sharing package ui's reference.
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Handle() uintptr
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// Visible returns whether the Control is visible.
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Visible() bool
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// Show shows the Control.
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Show()
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// Hide shows the Control. Hidden controls do not participate
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// in layout (that is, Box, Grid, etc. does not reserve space for
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// hidden controls).
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Hide()
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// Enabled returns whether the Control is enabled.
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Enabled() bool
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// Enable enables the Control.
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Enable()
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// Disable disables the Control.
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Disable()
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}
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// ControlBase is an implementation of Control that provides
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// all the methods that Control requires. To use it, embed a
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// ControlBase (not a *ControlBase) into your structure, then
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// assign the result of NewControlBase to that field:
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//
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// type MyControl struct {
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// ui.ControlBase
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// c *C.MyControl
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// }
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//
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// func NewMyControl() *MyControl {
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// m := &NewMyControl{
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// c: C.newMyControl(),
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// }
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// m.ControlBase = ui.NewControlBase(m, uintptr(unsafe.Pointer(c)))
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// return m
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// }
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type ControlBase struct {
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iface Control
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c *C.uiControl
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}
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// NewControlBase creates a new ControlBase. See the
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// documentation of ControlBase for an example.
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// NewControl should only be called once per instance of Control.
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func NewControlBase(iface Control, c uintptr) ControlBase {
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b := ControlBase{
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iface: iface,
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c: (*C.uiControl)(unsafe.Pointer(c)),
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}
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controls[b.c] = b.iface
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return b
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}
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func (c *ControlBase) Destroy() {
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delete(controls, c.c)
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C.uiControlDestroy(c.c)
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}
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func (c *ControlBase) Handle() uintptr {
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return uintptr(C.uiControlHandle(c.c))
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}
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func (c *ControlBase) Visible() bool {
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return frombool(C.uiControlVisible(c.c))
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}
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func (c *ControlBase) Show() {
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C.uiControlShow(c.c)
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}
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func (c *ControlBase) Hide() {
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C.uiControlHide(c.c)
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}
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func (c *ControlBase) Enabled() bool {
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return frombool(C.uiControlEnabled(c.c))
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}
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func (c *ControlBase) Enable() {
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C.uiControlEnable(c.c)
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}
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func (c *ControlBase) Disable() {
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C.uiControlDisable(c.c)
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}
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// ControlFromLibui returns the Control associated with a libui
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// uiControl. This is intended for implementing event handlers
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// on the Go side, to prevent sharing Go pointers with C.
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// This function only works on Controls that use ControlBase.
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func ControlFromLibui(c uintptr) Control {
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// comma-ok form to avoid creating nil entries
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c, _ := controls[(*C.uiControl)(unsafe.Pointer(c))]
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return c
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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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