new-gui/plugin.go

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package gui
// This is based off of the excellent example and documentation here:
// https://github.com/vladimirvivien/go-plugin-example
// There truly are great people in this world.
// It's a pleasure to be here with all of you
import (
"os"
"plugin"
"git.wit.org/wit/gui/toolkit"
)
var err error
type Symbol any
type aplug struct {
// Ok bool
name string
filename string
plug *plugin.Plugin
sym *plugin.Symbol
LoadOk bool
InitOk bool
MainOk bool
Init func()
// TODO: make Main() main() and never allow the user to call it
// run plugin.Main() when the plugin is loaded
Main func(func ()) // this never returns. Each plugin must have it's own goroutine
// Queue func(func ()) // Should this return right away? Should it wait (can it wait?)
Quit func()
// NewWindow func(*toolkit.Widget)
// sets the chan for the plugin to call back too
Callback func(chan toolkit.Action)
// NewWindow func(*toolkit.Widget)
// simplifies passing to the plugin
// Send func(*toolkit.Widget, *toolkit.Widget)
// should replace Send()
Action func(*toolkit.Action)
}
var allPlugins []*aplug
// loads and initializes a toolkit (andlabs/ui, gocui, etc)
func LoadToolkit(name string) *aplug {
var newPlug *aplug
newPlug = new(aplug)
log(debugGui, "gui.LoadToolkit() START")
newPlug.LoadOk = false
for _, aplug := range allPlugins {
log(debugGui, "gui.LoadToolkit() already loaded toolkit plugin =", aplug.name)
if (aplug.name == name) {
log(debugGui, "gui.LoadToolkit() SKIPPING")
return aplug
}
}
// locate the shared library file
filename := name + ".so"
loadPlugin(newPlug, filename)
if (newPlug.plug == nil) {
log(true, "attempt to find plugin", filename, "failed")
return nil
}
// newPlug.Ok = true
newPlug.name = name
// deprecate Init(?)
newPlug.Init = loadFuncE(newPlug, "Init")
// should make a goroutine that never exits
newPlug.Main = loadFuncF(newPlug, "Main")
// should send things to the goroutine above
// newPlug.Queue = loadFuncF(&newPlug, "Queue")
// unload the plugin and restore state
newPlug.Quit = loadFuncE(newPlug, "Quit")
// Sends instructions like "Add", "Delete", "Disable", etc
// Sends a widget (button, checkbox, etc) and it's parent widget
newPlug.Action = loadFuncA(newPlug, "Action")
newPlug.Callback = loadCallback(newPlug, "Callback")
allPlugins = append(allPlugins, newPlug)
log(debugPlugin, "gui.LoadToolkit() END", newPlug.name, filename)
newPlug.Init()
Config.rootNode.Redraw(newPlug)
newPlug.LoadOk = true
return newPlug
}
// TODO: All these functions need to be done a smarter way
// but I haven't worked out the golang syntax to make it smarter
func loadFuncE(p *aplug, funcName string) func() {
var newfunc func()
var ok bool
var test plugin.Symbol
test, err = p.plug.Lookup(funcName)
if err != nil {
log(debugGui, "DID NOT FIND: name =", test, "err =", err)
return nil
}
newfunc, ok = test.(func())
if !ok {
log(debugGui, "function name =", funcName, "names didn't map correctly. Fix the plugin name =", p.name)
return nil
}
return newfunc
}
func loadCallback(p *aplug, funcName string) func(chan toolkit.Action) {
var newfunc func(chan toolkit.Action)
var ok bool
var test plugin.Symbol
test, err = p.plug.Lookup(funcName)
if err != nil {
log(debugGui, "DID NOT FIND: name =", test, "err =", err)
return nil
}
newfunc, ok = test.(func(chan toolkit.Action))
if !ok {
log(debugGui, "function name =", funcName, "names didn't map correctly. Fix the plugin name =", p.name)
return nil
}
return newfunc
}
func loadFunc2(p *aplug, funcName string) func(*toolkit.Widget, *toolkit.Widget) {
var newfunc func(*toolkit.Widget, *toolkit.Widget)
var ok bool
var test plugin.Symbol
test, err = p.plug.Lookup(funcName)
if err != nil {
log(debugGui, "DID NOT FIND: name =", test, "err =", err)
return nil
}
newfunc, ok = test.(func(*toolkit.Widget, *toolkit.Widget))
if !ok {
log(debugGui, "function name =", funcName, "names didn't map correctly. Fix the plugin name =", p.name)
return nil
}
return newfunc
}
// does this fix loadFuncE problems?
// TODO: still need to move to channels here
func loadFuncA(p *aplug, funcName string) func(*toolkit.Action) {
var newfunc func(*toolkit.Action)
var ok bool
var test plugin.Symbol
test, err = p.plug.Lookup(funcName)
if err != nil {
log(debugGui, "DID NOT FIND: name =", test, "err =", err)
return nil
}
newfunc, ok = test.(func(*toolkit.Action))
if !ok {
log(debugGui, "function name =", funcName, "names didn't map correctly. Fix the plugin name =", p.name)
return nil
}
return newfunc
}
// This is probably dangerous and should never be done
// executing arbitrary functions will cause them to run inside the goroutine that
// the GUI toolkit itself is running in. TODO: move to channels here
func loadFuncF(p *aplug, funcName string) func(func ()) {
var newfunc func(func ())
var ok bool
var test plugin.Symbol
test, err = p.plug.Lookup(funcName)
if err != nil {
log(debugGui, "DID NOT FIND: name =", test, "err =", err)
return nil
}
newfunc, ok = test.(func(func ()))
if !ok {
log(debugGui, "function name =", funcName, "names didn't map correctly. Fix the plugin name =", p.name)
return nil
}
return newfunc
}
/*
This searches in the following order for the plugin .so files:
./toolkit/
~/go/src/go.wit.org/gui/toolkit/
/usr/lib/go-gui/
*/
func loadPlugin(p *aplug, name string) {
var filename string
homeDir, err := os.UserHomeDir()
if err != nil {
log(logError, "loadPlugin() error. exiting here?")
return
}
// attempt to write out the file from the internal resource
filename = "toolkit/" + name
p.plug = loadfile(filename)
if (p.plug != nil) {
p.filename = filename
return
}
filename = homeDir + "/go/src/git.wit.org/wit/gui/toolkit/" + name
p.plug = loadfile(filename)
if (p.plug != nil) {
p.filename = filename
return
}
filename = "/usr/lib/go-gui/" + name
p.plug = loadfile(filename)
if (p.plug != nil) {
p.filename = filename
return
}
return
}
// load module
// 1. open the shared object file to load the symbols
func loadfile(filename string) *plugin.Plugin {
plug, err := plugin.Open(filename)
if err != nil {
log(debugGui, "plugin FAILED =", filename, err)
return nil
}
log(debugGui, "plugin WORKED =", filename)
log(true, "loading plugin", filename, "worked")
return plug
}
// 2023/04/06 Queue() is also being used and channels are being used. memcopy() only
func newaction(a *toolkit.Action, n *Node, where *Node) {
if (n != nil) {
a.WidgetId = n.id
a.WidgetType = n.widget.Type
a.ActionType = a.ActionType
}
// TODO: redo this grid logic
if (where != nil) {
log(debugGui, "Action() START on where X,Y, Next X,Y =", where.Name, where.X, where.Y, where.NextX, where.NextY)
a.ParentId = where.id
switch where.widget.Type {
case toolkit.Grid:
// where.Dump(true)
log(debugGui, "Action() START on Grid (X,Y)", where.X, where.Y, "put next thing at (X,Y) =", where.NextX, where.NextY)
//
// fix values here if they are invalid. Index starts at 1
if (where.NextX < 1) {
where.NextX = 1
}
if (where.NextY < 1) {
where.NextY = 1
}
//
a.X = where.NextX
a.Y = where.NextY
log(debugGui, "Action() END on Grid (X,Y)", where.X, where.Y, "put next thing at (X,Y) =", where.NextX, where.NextY)
default:
}
}
for _, aplug := range allPlugins {
log(debugPlugin, "Action() aplug =", aplug.name, "Action type=", a.ActionType)
if (aplug.Action == nil) {
log(debugPlugin, "Failed Action() == nil for", aplug.name)
continue
}
aplug.Action(a)
}
// increment where to put the next widget in a grid or table
if (where != nil) {
switch where.widget.Type {
case toolkit.Grid:
log(logInfo, "Action() START size (X,Y)", where.X, where.Y, "put next thing at (X,Y) =", where.NextX, where.NextY)
where.NextY += 1
if (where.NextY > where.Y) {
where.NextX += 1
where.NextY = 1
}
log(logInfo, "Action() END size (X,Y)", where.X, where.Y, "put next thing at (X,Y) =", where.NextX, where.NextY)
default:
}
}
}