Did some build fixes.
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@ -0,0 +1,14 @@
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// 16 december 2015
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package ui
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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 areas = make(map[*C.uiArea]*Area)
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// TODO.
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type Area struct {
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Control
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}
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@ -2,6 +2,7 @@
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package ui
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// #include <stdlib.h>
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// #include "ui.h"
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// extern void doAreaHandlerDraw(uiAreaHandler *, uiArea *, uiAreaDrawParams *);
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// static inline uiAreaHandler *allocAreaHandler(void)
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@ -55,7 +56,7 @@ type AreaDrawParams struct {
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VScrollPos int
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}
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// export doAreaHandlerDraw
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//export doAreaHandlerDraw
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func doAreaHandlerDraw(uah *C.uiAreaHandler, ua *C.uiArea, udp *C.uiAreaDrawParams) {
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ah := areahandlers[uah]
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a := areas[ua]
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27
draw.go
27
draw.go
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@ -32,14 +32,35 @@ import "C"
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// dp.Context.Clip(p)
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// // ...
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// p.Free() // when done with the path
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//
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// A Path also defines its fill mode. (This should ideally be a fill
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// parameter, but some implementations prevent it.)
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// TODO talk about fill modes
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type Path struct {
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p *C.uiDrawPath
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}
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// NewPath creates a new Path.
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func NewPath() *Path {
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// TODO
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type FillMode uint
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const (
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Winding FillMode = iota
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Alternate
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)
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// NewPath creates a new Path with the given fill mode.
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func NewPath(fillMode FillMode) *Path {
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var fm C.uiDrawFillMode
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switch fillMode {
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case Winding:
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fm = C.uiDrawFillModeWinding
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case Alternate:
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fm = C.uiDrawFillModeAlternate
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default:
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panic("invalid fill mode passed to ui.NewPath()")
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}
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return &Path{
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p: C.uiDrawNewPath(),
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p: C.uiDrawNewPath(fm),
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}
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}
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