new-gui/structs.go

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package gui
import (
"image/color"
"log"
"github.com/andlabs/ui"
"golang.org/x/image/font"
_ "github.com/andlabs/ui/winmanifest"
)
//
// 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
var Config GuiConfig
type GuiConfig struct {
Width int
Height int
Debug bool
DebugTable bool
Exit func(*GuiWindow)
}
type GuiData struct {
// a fallback default function to handle mouse events
// if nothing else is defined to handle them
MouseClick func(*GuiButton)
// A map of all the entry boxes
AllEntries []*GuiEntry
WindowMap map[string]*GuiWindow
// Windows []*GuiWindow
// A map of all buttons everywhere on all
// windows, all tabs, across all goroutines
// This is "GLOBAL"
//
// This has to work this way because of how
// andlabs/ui & andlabs/libui work
AllButtons []*GuiButton
buttonMap map[*ui.Button]*GuiButton
Nodes *Node
}
type GuiTab struct {
Name string // field for human readable name
Number int // the andlabs/ui tab index
Window *GuiWindow // the parent Window
}
//
// stores information on the 'window'
//
// This merges the concept of andlabs/ui *Window and *Tab
//
// 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 make a 'GuiWindow' regardless of if it is
// a stand alone window (which is more or less working on Linux)
// or a 'tab' inside a window (which is all that works on MacOS
// and MSWindows.
//
// This struct keeps track of what is in the window so you
// can destroy and replace it with something else
//
type GuiWindow struct {
Name string // field for human readable name
Width int
Height int
Axis int // does it add items to the X or Y axis
TabNumber *int // the andlabs/ui tab index
// the callback function to make the window contents
// MakeWindow func(*GuiBox) *GuiBox
// the components of the window
BoxMap map[string]*GuiBox
EntryMap map[string]*GuiEntry
Area *GuiArea
// andlabs/ui abstraction mapping
UiWindow *ui.Window
UiTab *ui.Tab // if this != nil, the window is 'tabbed'
}
// GuiBox is any type of ui.Hbox or ui.Vbox
// There can be lots of these for each GuiWindow
type GuiBox struct {
Name string // field for human readable name
Axis int // does it add items to the X or Y axis
Window *GuiWindow // the parent Window
// andlabs/ui abstraction mapping
UiBox *ui.Box
}
func (s GuiBox) SetTitle(title string) {
log.Println("DID IT!", title)
if s.Window == nil {
return
}
if s.Window.UiWindow == nil {
return
}
s.Window.UiWindow.SetTitle(title)
return
}
func (s GuiBox) Append(child ui.Control, x bool) {
if s.UiBox == nil {
return
}
s.UiBox.Append(child, x)
}
/*
func (w GuiWindow) InitWindow(title string) *GuiBox {
if w.UiWindow == nil {
log.Println("gui.InitBox() THIS SHOULD NEVER HAPPEN. Window doesn't exist", w)
return nil
}
tab := ui.NewTab()
w.UiWindow.SetChild(tab)
w.UiWindow.SetMargined(true)
tab.Append(title, InitBlankWindow())
tab.SetMargined(0, true)
w.UiTab = tab
return nil
}
*/
func (s GuiBox) InitTab(title string, custom func() ui.Control) *ui.Tab {
if s.Window == nil {
return nil
}
if s.Window.UiWindow == nil {
return nil
}
window := s.Window.UiWindow
tab := ui.NewTab()
window.SetChild(tab)
window.SetMargined(true)
tab.Append(title, custom())
tab.SetMargined(0, true)
// tab.SetMargined(1, true)
s.Window.UiTab = tab
return tab
}
func (s GuiBox) AddTab(title string, custom ui.Control) *ui.Tab {
if s.Window == nil {
return nil
}
if s.Window.UiTab == nil {
return nil
}
tab := s.Window.UiTab
tab.Append(title, custom)
return tab
}
func (s GuiBox) AddTab2(title string, custom ui.Control) *ui.Tab {
if s.Window == nil {
return nil
}
if s.Window.UiTab == nil {
return nil
}
tab := s.Window.UiTab
tab.Append(title, custom)
return tab
}
func (s GuiBox) AddBoxTab(title string) *GuiBox {
uiTab := s.AddTab2(title, InitBlankWindow())
tabSetMargined(uiTab)
var box *GuiBox
box = HardBox(s.Window, Xaxis, "jcarrAddBoxTab")
box.Window.UiTab = uiTab
return box
}
func (s GuiBox) AddDemoTab(title string) {
uiTab := s.AddTab(title, makeWindowTemplate())
tabSetMargined(uiTab)
}
func (s GuiBox) AddDebugTab(title string) {
uiTab := s.AddTab(title, makeWindowDebug())
tabSetMargined(uiTab)
}
func tabSetMargined(tab *ui.Tab) {
c := tab.NumPages()
for i := 0; i < c; i++ {
log.Println("tabSetMargined() i =", i)
// tab.SetMargined(i, true)
}
}
// 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 {
Name string // field for human readable name
Box *GuiBox // what box the button click was in
// a callback function for the main application
Custom func(*GuiButton)
Values interface{}
Color color.RGBA
// andlabs/ui abstraction mapping
B *ui.Button
FB *ui.FontButton
CB *ui.ColorButton
}
// text entry fields
type GuiEntry struct {
Name string // field for human readable name
Edit bool
Last string // the last value
Normalize func(string) string // function to 'normalize' the data
B *GuiButton
Box *GuiBox
// andlabs/ui abstraction mapping
UiEntry *ui.Entry
}
//
// AREA STRUCTURES START
// AREA STRUCTURES START
// AREA STRUCTURES START
//
type GuiArea struct {
Button *GuiButton // what button handles mouse events
Box *GuiBox
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
Box *GuiBox
lastRow int
lastColumn int
}
//
// 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
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
// depending on if it's possible to detect the bgcolor or what row is selected
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
}
//
// TABLE DATA STRUCTURES END
//