2023-02-25 14:05:25 -06:00
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package gui
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// Lots of debugging things:
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// A function dump out the binary tree
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import (
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2023-03-01 11:35:36 -06:00
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"strconv"
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"git.wit.org/wit/gui/toolkit"
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)
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// various debugging flags
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var debugNow bool = true // useful for active development
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var debugGui bool = false
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var debugError bool = true
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var debugDump bool = false
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var debugNode bool = false
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var debugTabs bool = false
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var debugFlags bool = false
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var debugChange bool = false // shows user events like mouse and keyboard
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var debugPlugin bool = false
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var debugAction bool = false
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// for printing out the binary tree
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var listChildrenParent *Node
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var listChildrenDepth int = 0
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var defaultPadding = " "
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func SetDebug (s bool) {
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debugGui = s
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debugTabs = s
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logNow = s
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logInfo = s
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logWarn = s
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logError = s
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logVerbose = s
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SetFlag("Node", s)
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SetFlag("Tabs", s)
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SetFlag("Dump", s)
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SetFlag("Flags", s)
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SetFlag("Plugin", s)
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SetFlag("Change", s)
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SetFlag("Error", s)
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// This flag is only for the internal toolkit debugging
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SetFlag("Toolkit", s)
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}
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func SetFlag (s string, b bool) {
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switch s {
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case "Toolkit":
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// This flag is only for internal toolkit debugging
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case "Tabs":
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debugTabs = b
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case "Node":
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debugNode = b
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case "Dump":
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debugDump = b
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case "Error":
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debugError = b
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case "Change":
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debugChange = b
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case "Flags":
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debugFlags = b
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case "Plugin":
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debugPlugin = b
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case "Show":
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// ShowDebugValues() // print them here?
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default:
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log(debugGui, "Can't set unknown flag", s)
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}
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var a toolkit.Action
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a.ActionType = toolkit.Set
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a.WidgetType = toolkit.Flag
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a.S = s
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a.B = b
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// a.Widget = &newNode.widget
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// a.Where = &n.widget
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// action(&a)
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newaction(&a, nil, nil)
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}
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func ShowDebugValues() {
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// The order here should match the order in the GUI
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// TODO: get the order from the node binary tree
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log(true, "Debug =", debugGui)
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log(true, "DebugError =", debugError)
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log(true, "DebugChange =", debugChange)
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log(true, "DebugDump =", debugDump)
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log(true, "DebugTabs =", debugTabs)
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log(true, "DebugPlugin =", debugPlugin)
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log(true, "DebugNode =", debugNode)
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SetFlag("Show", true)
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}
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func (n *Node) Dump() {
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b := true
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// log("Dump() dump =", b)
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Indent(b, "NODE DUMP START")
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Indent(b, "id = ", n.id)
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Indent(b, "Name = ", n.Name)
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Indent(b, "(X,Y) = ", n.X, n.Y)
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Indent(b, "Next (W,H) = ", n.NextW, n.NextH)
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if (n.parent == nil) {
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Indent(b, "parent = nil")
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} else {
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Indent(b, "parent.id =", n.parent.id)
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}
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if (n.children != nil) {
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Indent(b, "children = ", n.children)
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}
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if (n.Custom != nil) {
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Indent(b, "Custom = ", n.Custom)
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}
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Indent(b, "NODE DUMP END")
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var a toolkit.Action
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a.ActionType = toolkit.Dump
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a.WidgetId = n.id
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newaction(&a, activeWidget, nil)
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}
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func Indent(b bool, a ...interface{}) {
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logindent(b, listChildrenDepth, defaultPadding, a...)
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}
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func (n *Node) dumpWidget(b bool) string {
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var info, d string
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if (n == nil) {
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log(debugError, "dumpWidget() node == nil")
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return ""
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}
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info = n.WidgetType.String()
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d = strconv.Itoa(n.id) + " " + info
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var tabs string
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for i := 0; i < listChildrenDepth; i++ {
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tabs = tabs + defaultPadding
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}
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d = tabs + d
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logindent(b, listChildrenDepth, defaultPadding, n.id, info)
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return d
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}
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// func (n *Node) ListChildren(dump bool, dropdown *Node, mapNodes map[string]*Node) {
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func (n *Node) ListChildren(dump bool) {
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if (n == nil) {
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return
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}
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n.dumpWidget(dump)
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if len(n.children) == 0 {
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if (n.parent == nil) {
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return
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}
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log(debugNode, "\t\t\tparent =",n.parent.id)
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if (listChildrenParent != nil) {
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log(debugNode, "\t\t\tlistChildrenParent =",listChildrenParent.id)
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if (listChildrenParent.id != n.parent.id) {
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log("parent =",n.parent.id, n.parent.Name)
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log("listChildrenParent =",listChildrenParent.id, listChildrenParent.Name)
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log(listChildrenParent.id, "!=", n.parent.id)
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exit("parent.child does not match child.parent")
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}
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}
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log(debugNode, "\t\t", n.id, "has no children")
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return
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}
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for _, child := range n.children {
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if (child.parent != nil) {
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log(debugNode, "\t\t\tparent =",child.parent.id)
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} else {
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log(debugGui, "\t\t\tno parent")
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// memory corruption? non-threadsafe access?
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// can all binary tree changes to Node.parent & Node.child be forced into a singular goroutine?
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panic("something is wrong with the wit golang gui logic and the binary tree is broken. child has no parent")
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}
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if (child.children == nil) {
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log(debugNode, "\t\t", child.id, "has no children")
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} else {
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log(debugNode, "\t\t\tHas children:", child.children)
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}
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listChildrenParent = n
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listChildrenDepth += 1
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// child.ListChildren(dump, dropdown, mapNodes)
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child.ListChildren(dump)
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listChildrenDepth -= 1
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}
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return
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}
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