new-gui/main.go

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package gui
import (
"log"
"os"
"embed"
)
// Windows doesn't support plugins. How can I keep andlabs and only compile it on windows?
// https://forum.heroiclabs.com/t/setting-up-goland-to-compile-plugins-on-windows/594/5
// import toolkit "git.wit.org/wit/gui/toolkit/andlabs"
const Xaxis = 0 // stack things horizontally
const Yaxis = 1 // stack things vertically
// may this plugin work when all other plugins fail
//go:embed toolkit/gocui.so
var res embed.FS
func init() {
log.Println("gui.init() has been run")
Config.counter = 0
Config.prefix = "wit"
// Config.Debug.Debug = true
// Config.Debug.Node = true
// Config.Debug.Tabs = true
title := "guiBinaryTree"
w := 640
h := 480
// Populates the top of the binary tree
Config.master = addNode(title, w, h)
if (Config.Debug.Debug) {
Config.master.Dump()
}
}
func Init() {
var initBAD bool = true
if (Config.Debug.Debug) {
log.Println("Starting gui.Init()")
}
for _, aplug := range allPlugins {
log.Println("gui.LoadToolkit() already loaded toolkit plugin =", aplug.name)
initBAD = false
}
// the program didn't specify a plugin. Try to load one
// TODO: detect the OS & user preferences to load the best one
if (initBAD) {
if (LoadToolkit("andlabs")) {
initBAD = false
}
}
// andlabs gui plugin failed. fall back to the terminal gui (should be compiled into the binary)
if (initBAD) {
if (LoadToolkit("gocui")) {
initBAD = false
}
}
// locate the shared library file
// panic("WTF Init()")
for _, aplug := range allPlugins {
log.Println("gui.Node.Init() toolkit plugin =", aplug.name)
if (aplug.InitOk) {
log.Println("gui.Node.Init() Already Ran Init()", aplug.name)
continue
}
if (aplug.Init == nil) {
log.Println("gui.Node.Main() Init == nil", aplug.name)
continue
}
aplug.InitOk = true
aplug.Init()
}
// StandardExit(nil)
}
// This should not pass a function
func Main(f func()) {
if (Config.Debug.Debug) {
log.Println("Starting gui.Main() (using gtk via andlabs/ui)")
}
for _, aplug := range allPlugins {
log.Println("gui.Node.NewButton() toolkit plugin =", aplug.name)
if (aplug.MainOk) {
log.Println("gui.Node.Main() Already Ran Main()", aplug.name)
continue
}
if (aplug.Main == nil) {
log.Println("gui.Node.Main() Main == nil", aplug.name)
continue
}
aplug.MainOk = true
aplug.Main(f)
// f()
}
// toolkit.Main(f)
}
// This should never be exposed(?)
// Other goroutines must use this to access the GUI
//
// You can not acess / process the GUI thread directly from
// other goroutines. This is due to the nature of how
// Linux, MacOS and Windows work (they all work differently. suprise. surprise.)
// For example: gui.Queue(NewWindow())
func Queue(f func()) {
log.Println("Sending function to gui.Main() (using gtk via andlabs/ui)")
// toolkit.Queue(f)
for _, aplug := range allPlugins {
log.Println("gui.Node.NewButton() toolkit plugin =", aplug.name)
if (aplug.Queue == nil) {
continue
}
aplug.Queue(f)
}
}
// The window is destroyed but the application does not quit
func StandardClose(n *Node) {
if (Config.Debug.Debug) {
log.Println("wit/gui Standard Window Close. name =", n.Name)
}
}
// The window is destroyed but the application does not quit
func StandardExit(n *Node) {
if (Config.Debug.Debug) {
log.Println("wit/gui Standard Window Exit. running os.Exit()")
}
log.Println("gui.Node.StandardExit() attempt to exit each toolkit plugin")
for i, aplug := range allPlugins {
log.Println("gui.Node.NewButton()", i, aplug)
if (aplug.Quit != nil) {
aplug.Quit()
}
}
os.Exit(0)
}