new-gui/structs.go

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package gui
import "image/color"
import "golang.org/x/image/font"
import "github.com/andlabs/ui"
import _ "github.com/andlabs/ui/winmanifest"
import pb "git.wit.com/wit/witProtobuf"
//
// All GUI Data Structures and functions that are external
// If you need cross platform support, these might only
// be the safe way to interact with the GUI
//
var Data GuiData
type GuiData struct {
State string // used like a state machine
// a fallback default function to handle mouse events
// if nothing else is defined to handle them
MouseClick func(*GuiButton)
// passes in all the User accounts from the cloud-control-panel config file
Config *pb.Config
// general information on the App
// move all this to Config (?)
Version string
GitCommit string
GoVersion string
Buildtime string
HomeDir string
Debug bool
DebugTable bool
// official hostname and IPv6 address for this box
// also move all this to Config (?)
Hostname string
IPv6 string
// A map of all the entry boxes
AllEntries []*GuiEntry
Windows []*GuiWindow
// A map of all buttons everywhere on all
// windows, all tabs, across all goroutines
// This is "GLOBAL"
AllButtons []*GuiButton
ButtonMap map[*GuiButton][]func (*GuiButton)
EntryNick *ui.Entry
EntryUser *ui.Entry
EntryPass *ui.Entry
}
// stores information on 'the' window
// More than one Window is not supported in a cross platform
// sense & may never be. On Windows and MacOS, you have to have
// 'tabs'. Even under Linux, more than one Window is currently
// unstable
//
// This code will keep track of if the windows is 'tabbed' or
// not. You can draw one thing in the window, then destroy
// that, then redraw the window with something else
//
// This struct keeps track of what is in the window so you
// can destroy and replace it with something else
//
type GuiWindow struct {
Action string
Area *GuiArea // should be moved to GuiBox
C *pb.Config
W *ui.Window
UiTab *ui.Tab // if this != nil, the window is 'tabbed'
BoxMap map[string]*GuiBox
// Box1 *ui.Box
// Box2 *ui.Box
}
// Note: every mouse click is handled
// as a 'Button' regardless of where
// the user clicks it. You could probably
// call this 'GuiMouseClick'
type GuiButton struct {
Action string // what type of button
Box *GuiBox // what box the button click was in
Area *GuiArea // indicates the button click was in an Area
WM *GuiWindow // what window the button click was in (redundant?)
Account *pb.Account // associated with what account?
VM *pb.Event_VM // associated with which VM?
// a callback function for the main application
custom func (*GuiButton)
// andlabs/ui abstraction mapping
B *ui.Button
FB *ui.FontButton
A *ui.Area // should be deprecated
W *ui.Window // should be deprecated
T *ui.Tab // should be deprecated
}
type GuiBox struct {
W *GuiWindow
EntryMap map[string]*GuiEntry
Area *GuiArea
UiBox *ui.Box
}
type GuiEntry struct {
Action string // what type of button
Edit bool
Last string // the last value
Normalize func (string) string // function to 'normalize' the data
B *GuiButton
Account *pb.Account
VM *pb.Event_VM
E *ui.Entry
W *ui.Window // should be moved to *GuiWindow or GuiBox
T *ui.Tab // should be moved to *GuiWindow or GuiBox
}
//
// AREA STRUCTURES START
// AREA STRUCTURES START
// AREA STRUCTURES START
//
type GuiArea struct{
Window *GuiWindow // what window this area is in (should be GuiBox?)
Button *GuiButton // what button handles mouse events
UiAttrstr *ui.AttributedString
UiArea *ui.Area
}
type FontString struct {
S string
Size int
F font.Face
W font.Weight
}
//
// AREA STRUCTURES END
// AREA STRUCTURES END
// AREA STRUCTURES END
//
//
// TABLE DATA STRUCTURES START
// TABLE DATA STRUCTURES START
// TABLE DATA STRUCTURES START
//
//
// This is the structure that andlabs/ui uses to pass information
// to the GUI. This is the "authoritative" data.
//
type TableData struct {
RowCount int // This is the number of 'rows' which really means data elements not what the human sees
RowWidth int // This is how wide each row is
Rows []RowData // This is all the table data by row
generatedColumnTypes []ui.TableValue // generate this dynamically
Cells [20]CellData
Human [20]HumanMap
Account *pb.Account // what account this table is for
lastRow int
lastColumn int
// parentTab *ui.Tab
}
//
// This maps the andlabs/ui & libui components into a "human"
// readable cell reference list. The reason is that there
// are potentially 3 values for each cell. The Text, the Color
// and an image. These are not always needed so the number
// of fields varies between 1 and 3. Internally, the toolkit
// GUI abstraction needs to list all of them, but it's then
// hard to figure out which column goes with the columns that
// you see when you visually are looking at it like a spreadsheet
//
// This makes a map so that we can say "give me the value at
// row 4 and column 2" and find the fields that are needed
//
// TODO: re-add images and the progress bar (works in andlabs/ui)
//
type HumanCellData struct {
Name string // what kind of row is this?
Text string
TextID int
Color color.RGBA
ColorID int
VM *pb.Event_VM
Button *GuiButton
}
type HumanMap struct {
Name string // what kind of row is this?
TextID int
ColorID int
}
type TableColumnData struct {
Index int
CellType string
Heading string
Color string
}
type CellData struct {
Index int
HumanID int
Name string // what type of cell is this?
}
// hmm. will this stand the test of time?
type RowData struct {
Name string // what kind of row is this?
Status string // status of the row?
/*
// TODO: These may or may not be implementable
click func() // what function to call if the user clicks on it
doubleclick func() // what function to call if the user double clicks on it
*/
HumanData [20]HumanCellData
// The VM from the protobuf
VM *pb.Event_VM
}
//
// TABLE DATA STRUCTURES END
//