new-gui/structs.go

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Go
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package gui
import (
"git.wit.org/wit/gui/toolkit"
)
//
// All GUI Data Structures and functions that are external
// within the toolkit/ abstraction layer
//
// More than one Window does not exist in every GUI situtaion and
// can never be. On many toolkits you have to have 'tabs', like
// Native Windows and MacOS toolkits
//
// If that is the case, this code abstracts the concept of
// windows and makes each window a 'tabs' in a single window.
//
// Reminder from Goals: This is for simple GUI's.
// For example, a "Mouse Control Panel" not the GIMP or blender.
//
var Config GuiConfig
// This struct can be used with the go-arg package
type GuiArgs struct {
Toolkit []string `arg:"--toolkit" help:"The order to attempt loading plugins [gocui,andlabs,gtk,qt]"`
GuiDebug bool `arg:"--gui-debug" help:"debug the GUI"`
GuiVerbose bool `arg:"--gui-verbose" help:"enable all GUI flags"`
}
// var verbose GuiArgs.GuiDebug
type GuiConfig struct {
// This is the master node. The Binary Tree starts here
master *Node
// These are shortcuts to pass default values to make a new window
Title string
Width int
Height int
Exit func(*Node)
// hacks
depth int
counter int // used to make unique ID's
prefix string
ActionCh1 chan int
ActionCh2 chan int
}
// The Node is a binary tree. This is how all GUI elements are stored
// simply the name and the size of whatever GUI element exists
type Node struct {
id int
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widget toolkit.Widget
// deprecate these and use toolkit.Widget
Name string
Width int
Height int
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// this function is run when there are mouse or keyboard events
Custom func()
parent *Node
children []*Node
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// is keeping
// deprecate these things if they don't really need to exist
// checked bool
// text string
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}
func (n *Node) Parent() *Node {
return n.parent
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}
func (n *Node) Window() *Node {
return n.parent
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}
func (n *Node) Append(child *Node) {
n.children = append(n.children, child)
if (debugGui) {
log(debugNode, "child node:")
child.Dump()
log(debugNode, "parent node:")
n.Dump()
}
}