new-gui/structs.go

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package gui
import "image/color"
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 GuiDataStructure
var myAH areaHandler
type GuiTabStructure struct {
me *ui.Tab
parentWindow *ui.Window
firstBox *ui.Box
tabOffset int
EntryNick *ui.Entry
EntryUser *ui.Entry
EntryPass *ui.Entry
// this means only one table per tab
mh *TableData
// stuff for the 'area'
// this means only one area per tab
fontButton *ui.FontButton
attrstr *ui.AttributedString
splashArea *ui.Area
}
type GuiDataStructure struct {
State string
Width int
Height int
// a fallback default function to handle mouse events
// if nothing else is defined to handle them
MouseClick func(*ButtonMap)
// general information
Version string
GitCommit string
GoVersion string
Buildtime string
HomeDir string
Debug bool
DebugTable bool
// official hostname and IPv6 address for this box
Hostname string
IPv6 string
// account entry textboxes
Config *pb.Config
Current *pb.Account
// A map of all buttons everywhere on all
// windows, all tabs, across all goroutines
// This is "GLOBAL"
AllButtons []ButtonMap
// a tab (maybe the one the user is playing with?)
CurrentTab *GuiTabStructure
// a VM (maybe the one the user is playing with?)
CurrentVM *pb.Event_VM
// All the tabs
Tabs []GuiTabStructure
// stuff for the splash screen / setup tabs
cloudWindow *ui.Window
cloudTab *ui.Tab
cloudBox *ui.Box
smallBox *ui.Box
mainwin *ui.Window
maintab *ui.Tab
tabcount int
// stuff for the 'area'
MyArea *ui.Area
fontButton *ui.FontButton
attrstr *ui.AttributedString
splashArea *ui.Area
}
type TableColumnData struct {
Index int
CellType string
Heading string
Color string
}
type ButtonMap struct {
B *ui.Button
FB *ui.FontButton
A *ui.Area
Account *pb.Account
VM *pb.Event_VM
Action string // what type of button
aTab *GuiTabStructure
custom func (*ButtonMap)
}
// AREA STRUCTURES START
type areaHandler struct{
// buttonFunc func(int, int)
// closeFunc func(int)
button *ButtonMap
}
// AREA STRUCTURES END
//
// TABLE DATA STRUCTURES START
//
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
}
//
// 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: add back image support and the progress bar
//
type HumanCellData struct {
Name string // what kind of row is this?
Text string
TextID int
Color color.RGBA
ColorID int
}
type HumanMap struct {
Name string // what kind of row is this?
TextID int
ColorID int
}
//
// 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
}
//
// TABLE DATA STRUCTURES END
//