Created a new Control setup; wrote Button for it.

This commit is contained in:
Pietro Gagliardi 2018-08-11 19:07:04 -04:00
parent 485c946ad8
commit 838e064107
4 changed files with 195 additions and 221 deletions

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@ -1,114 +0,0 @@
// 12 december 2015
package ui
import (
"unsafe"
)
// #include "ui.h"
// extern void doButtonOnClicked(uiButton *, void *);
// static inline void realuiButtonOnClicked(uiButton *b)
// {
// uiButtonOnClicked(b, doButtonOnClicked, NULL);
// }
import "C"
// no need to lock this; only the GUI thread can access it
var buttons = make(map[*C.uiButton]*Button)
// Button is a Control that represents a button that the user can
// click to perform an action. A Button has a text label that should
// describe what the button does.
type Button struct {
c *C.uiControl
b *C.uiButton
onClicked func(*Button)
}
// NewButton creates a new Button with the given text as its label.
func NewButton(text string) *Button {
b := new(Button)
ctext := C.CString(text)
b.b = C.uiNewButton(ctext)
b.c = (*C.uiControl)(unsafe.Pointer(b.b))
freestr(ctext)
C.realuiButtonOnClicked(b.b)
buttons[b.b] = b
return b
}
// Destroy destroys the Button.
func (b *Button) Destroy() {
delete(buttons, b.b)
C.uiControlDestroy(b.c)
}
// LibuiControl returns the libui uiControl pointer that backs
// the Button. This is only used by package ui itself and should
// not be called by programs.
func (b *Button) LibuiControl() uintptr {
return uintptr(unsafe.Pointer(b.c))
}
// Handle returns the OS-level handle associated with this Button.
// On Windows this is an HWND of a standard Windows API BUTTON
// class (as provided by Common Controls version 6).
// On GTK+ this is a pointer to a GtkButton.
// On OS X this is a pointer to a NSButton.
func (b *Button) Handle() uintptr {
return uintptr(C.uiControlHandle(b.c))
}
// Show shows the Button.
func (b *Button) Show() {
C.uiControlShow(b.c)
}
// Hide hides the Button.
func (b *Button) Hide() {
C.uiControlHide(b.c)
}
// Enable enables the Button.
func (b *Button) Enable() {
C.uiControlEnable(b.c)
}
// Disable disables the Button.
func (b *Button) Disable() {
C.uiControlDisable(b.c)
}
// Text returns the Button's text.
func (b *Button) Text() string {
ctext := C.uiButtonText(b.b)
text := C.GoString(ctext)
C.uiFreeText(ctext)
return text
}
// SetText sets the Button's text to text.
func (b *Button) SetText(text string) {
ctext := C.CString(text)
C.uiButtonSetText(b.b, ctext)
freestr(ctext)
}
// OnClicked registers f to be run when the user clicks the Button.
// Only one function can be registered at a time.
func (b *Button) OnClicked(f func(*Button)) {
b.onClicked = f
}
//export doButtonOnClicked
func doButtonOnClicked(bb *C.uiButton, data unsafe.Pointer) {
b := buttons[bb]
if b.onClicked != nil {
b.onClicked(b)
}
}

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// 12 december 2015
package ui
import (
"unsafe"
)
// #include "ui.h"
import "C"
// Control represents a GUI control. It provdes methods
// common to all Controls.
//
// To create a new Control, implement the control on
// the libui side, then provide access to that control on
// the Go side via an implementation of Control as
// described.
type Control interface {
// Destroy destroys the Control.
//
// Implementations should do any necessary cleanup,
// then call LibuiControlDestroy.
Destroy()
// LibuiControl returns the libui uiControl pointer that backs
// the Control. This is only used by package ui itself and should
// not be called by programs.
LibuiControl() uintptr
// Handle returns the OS-level handle that backs the
// Control. On OSs that use reference counting for
// controls, Handle does not increment the reference
// count; you are sharing package ui's reference.
//
// Implementations should call LibuiControlHandle and
// document exactly what kind of handle is returned.
Handle() uintptr
// Show shows the Control.
//
// Implementations should call LibuiControlShow.
Show()
// Hide shows the Control. Hidden controls do not participate
// in layout (that is, Box, Grid, etc. does not reserve space for
// hidden controls).
//
// Implementations should call LibuiControlHide.
Hide()
// Enable enables the Control.
//
// Implementations should call LibuiControlEnable.
Enable()
// Disable disables the Control.
//
// Implementations should call LibuiControlDisable.
Disable()
}
func touiControl(c uintptr) *C.uiControl {
return (*C.uiControl)(unsafe.Pointer(c))
}
// LibuiControlDestroy allows implementations of Control
// to call the libui function uiControlDestroy.
func LibuiControlDestroy(c uintptr) {
C.uiControlDestroy(touiControl(c))
}
// LibuiControlHandle allows implementations of Control
// to call the libui function uiControlHandle.
func LibuiControlHandle(c uintptr) uintptr {
return uintptr(C.uiControlHandle(touiControl(c)))
}
// LibuiControlShow allows implementations of Control
// to call the libui function uiControlShow.
func LibuiControlShow(c uintptr) {
C.uiControlShow(touiControl(c))
}
// LibuiControlHide allows implementations of Control
// to call the libui function uiControlHide.
func LibuiControlHide(c uintptr) {
C.uiControlHide(touiControl(c))
}
// LibuiControlEnable allows implementations of Control
// to call the libui function uiControlEnable.
func LibuiControlEnable(c uintptr) {
C.uiControlEnable(touiControl(c))
}
// LibuiControlDisable allows implementations of Control
// to call the libui function uiControlDisable.
func LibuiControlDisable(c uintptr) {
C.uiControlDisable(touiControl(c))
}
// LibuiFreeText allows implementations of Control
// to call the libui function uiFreeText.
func LibuiFreeText(c uintptr) {
C.uiFreeText((*C.char)(unsafe.Pointer(c)))
}

63
button.go Normal file
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// 12 december 2015
package ui
import (
"unsafe"
)
// #include "ui.h"
// extern void doButtonOnClicked(uiButton *, void *);
import "C"
// Button is a Control that represents a button that the user can
// click to perform an action. A Button has a text label that should
// describe what the button does.
type Button struct {
ControlBase
b *C.uiButton
onClicked func(*Button)
}
// NewButton creates a new Button with the given text as its label.
func NewButton(text string) *Button {
b := new(Button)
ctext := C.CString(text)
b.b = C.uiNewButton(ctext)
freestr(ctext)
C.uiButtonOnClicked(b.b, C.doButtonOnClicked, nil)
b.ControlBase = NewControlBase(b, uintptr(unsafe.Pointer(b.b)))
return b
}
// Text returns the Button's text.
func (b *Button) Text() string {
ctext := C.uiButtonText(b.b)
text := C.GoString(ctext)
C.uiFreeText(ctext)
return text
}
// SetText sets the Button's text to text.
func (b *Button) SetText(text string) {
ctext := C.CString(text)
C.uiButtonSetText(b.b, ctext)
freestr(ctext)
}
// OnClicked registers f to be run when the user clicks the Button.
// Only one function can be registered at a time.
func (b *Button) OnClicked(f func(*Button)) {
b.onClicked = f
}
//export doButtonOnClicked
func doButtonOnClicked(bb *C.uiButton, data unsafe.Pointer) {
b := ControlFromLibui(uintptr(unsafe.Pointer(bb))).(*Button)
if b.onClicked != nil {
b.onClicked(b)
}
}

132
control.go Normal file
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// 12 december 2015
package ui
import (
"unsafe"
)
// #include "ui.h"
import "C"
// no need to lock this; only the GUI thread can access it
var controls = make(map[*C.uiControl]Control)
// Control represents a GUI control. It provdes methods
// common to all Controls.
//
// The preferred way to create new Controls is to use
// ControlBase; see ControlBase below.
type Control interface {
// Destroy destroys the Control.
Destroy()
// Handle returns the OS-level handle that backs the
// Control. On OSs that use reference counting for
// controls, Handle does not increment the reference
// count; you are sharing package ui's reference.
Handle() uintptr
// Visible returns whether the Control is visible.
Visible() bool
// Show shows the Control.
Show()
// Hide shows the Control. Hidden controls do not participate
// in layout (that is, Box, Grid, etc. does not reserve space for
// hidden controls).
Hide()
// Enabled returns whether the Control is enabled.
Enabled() bool
// Enable enables the Control.
Enable()
// Disable disables the Control.
Disable()
}
// ControlBase is an implementation of Control that provides
// all the methods that Control requires. To use it, embed a
// ControlBase (not a *ControlBase) into your structure, then
// assign the result of NewControlBase to that field:
//
// type MyControl struct {
// ui.ControlBase
// c *C.MyControl
// }
//
// func NewMyControl() *MyControl {
// m := &NewMyControl{
// c: C.newMyControl(),
// }
// m.ControlBase = ui.NewControlBase(m, uintptr(unsafe.Pointer(c)))
// return m
// }
type ControlBase struct {
iface Control
c *C.uiControl
}
// NewControlBase creates a new ControlBase. See the
// documentation of ControlBase for an example.
// NewControl should only be called once per instance of Control.
func NewControlBase(iface Control, c uintptr) ControlBase {
b := ControlBase{
iface: iface,
c: (*C.uiControl)(unsafe.Pointer(c)),
}
controls[b.c] = b.iface
return b
}
func (c *ControlBase) Destroy() {
delete(controls, c.c)
C.uiControlDestroy(c.c)
}
func (c *ControlBase) Handle() uintptr {
return uintptr(C.uiControlHandle(c.c))
}
func (c *ControlBase) Visible() bool {
return frombool(C.uiControlVisible(c.c))
}
func (c *ControlBase) Show() {
C.uiControlShow(c.c)
}
func (c *ControlBase) Hide() {
C.uiControlHide(c.c)
}
func (c *ControlBase) Enabled() bool {
return frombool(C.uiControlEnabled(c.c))
}
func (c *ControlBase) Enable() {
C.uiControlEnable(c.c)
}
func (c *ControlBase) Disable() {
C.uiControlDisable(c.c)
}
// ControlFromLibui returns the Control associated with a libui
// uiControl. This is intended for implementing event handlers
// on the Go side, to prevent sharing Go pointers with C.
// This function only works on Controls that use ControlBase.
func ControlFromLibui(c uintptr) Control {
// comma-ok form to avoid creating nil entries
c, _ := controls[(*C.uiControl)(unsafe.Pointer(c))]
return c
}
// LibuiFreeText allows implementations of Control
// to call the libui function uiFreeText.
func LibuiFreeText(c uintptr) {
C.uiFreeText((*C.char)(unsafe.Pointer(c)))
}