2019-05-24 13:32:47 -05:00
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package gui
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import "image/color"
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import "github.com/andlabs/ui"
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import _ "github.com/andlabs/ui/winmanifest"
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import pb "git.wit.com/wit/witProtobuf"
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//
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// All GUI Data Structures and functions that are external
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// If you need cross platform support, these might only
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// be the safe way to interact with the GUI
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//
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var Data GuiDataStructure
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var myAH areaHandler
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type GuiTabStructure struct {
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me *ui.Tab
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parentWindow *ui.Window
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firstBox *ui.Box
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tabOffset int
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EntryNick *ui.Entry
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EntryUser *ui.Entry
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EntryPass *ui.Entry
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// this means only one table per tab
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mh *TableData
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// stuff for the 'area'
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// this means only one area per tab
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fontButton *ui.FontButton
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attrstr *ui.AttributedString
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splashArea *ui.Area
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}
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type GuiDataStructure struct {
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State string
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Width int
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Height int
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// a fallback default function to handle mouse events
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// if nothing else is defined to handle them
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MouseClick func(*ButtonMap)
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// general information
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Version string
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GitCommit string
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GoVersion string
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Buildtime string
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HomeDir string
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Debug bool
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DebugTable bool
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// official hostname and IPv6 address for this box
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Hostname string
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IPv6 string
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// account entry textboxes
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Config *pb.Config
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Current *pb.Account
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// A map of all buttons everywhere on all
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// windows, all tabs, across all goroutines
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// This is "GLOBAL"
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AllButtons []ButtonMap
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// a tab (maybe the one the user is playing with?)
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CurrentTab *GuiTabStructure
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// a VM (maybe the one the user is playing with?)
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CurrentVM *pb.Event_VM
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// All the tabs
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Tabs []GuiTabStructure
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// stuff for the splash screen / setup tabs
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cloudWindow *ui.Window
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cloudTab *ui.Tab
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cloudBox *ui.Box
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smallBox *ui.Box
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mainwin *ui.Window
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maintab *ui.Tab
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tabcount int
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// stuff for the 'area'
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MyArea *ui.Area
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fontButton *ui.FontButton
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attrstr *ui.AttributedString
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splashArea *ui.Area
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}
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type TableColumnData struct {
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Index int
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CellType string
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Heading string
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Color string
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}
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type ButtonMap struct {
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B *ui.Button
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FB *ui.FontButton
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A *ui.Area
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Account *pb.Account
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VM *pb.Event_VM
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Action string // what type of button
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aTab *GuiTabStructure
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custom func (*ButtonMap)
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}
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// AREA STRUCTURES START
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type areaHandler struct{
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// buttonFunc func(int, int)
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// closeFunc func(int)
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button *ButtonMap
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}
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// AREA STRUCTURES END
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//
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// TABLE DATA STRUCTURES START
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//
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type CellData struct {
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Index int
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HumanID int
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Name string // what type of cell is this?
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}
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// hmm. will this stand the test of time?
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type RowData struct {
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Name string // what kind of row is this?
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Status string // status of the row?
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/*
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// TODO: These may or may not be implementable
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click func() // what function to call if the user clicks on it
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doubleclick func() // what function to call if the user double clicks on it
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*/
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HumanData [20]HumanCellData
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// The VM from the protobuf
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VM *pb.Event_VM
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}
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//
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// This maps the andlabs/ui & libui components into a "human"
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// readable cell reference list. The reason is that there
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// are potentially 3 values for each cell. The Text, the Color
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// and an image. These are not always needed so the number
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// of fields varies between 1 and 3. Internally, the toolkit
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// GUI abstraction needs to list all of them, but it's then
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// hard to figure out which column goes with the columns that
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// you see when you visually are looking at it like a spreadsheet
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//
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// This makes a map so that we can say "give me the value at
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// row 4 and column 2" and find the fields that are needed
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//
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// TODO: add back image support and the progress bar
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//
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type HumanCellData struct {
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Name string // what kind of row is this?
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Text string
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TextID int
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Color color.RGBA
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ColorID int
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}
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type HumanMap struct {
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Name string // what kind of row is this?
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TextID int
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ColorID int
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}
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//
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// This is the structure that andlabs/ui uses to pass information
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// to the GUI. This is the "authoritative" data.
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//
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type TableData struct {
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RowCount int // This is the number of 'rows' which really means data elements not what the human sees
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RowWidth int // This is how wide each row is
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Rows []RowData // This is all the table data by row
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generatedColumnTypes []ui.TableValue // generate this dynamically
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Cells [20]CellData
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Human [20]HumanMap
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Account *pb.Account // what account this table is for
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lastRow int
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lastColumn int
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parentTab *ui.Tab
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}
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//
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// TABLE DATA STRUCTURES END
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//
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