new-gui/window.go

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package gui
import (
"log"
"fmt"
"strconv"
"time"
"github.com/andlabs/ui"
// import "regexp"
_ "github.com/andlabs/ui/winmanifest"
)
func initUI(name string, callback func(*GuiBox) *GuiBox) {
ui.Main(func() {
log.Println("gui.initUI() inside ui.Main()")
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node := InitWindow(nil, nil, "StartNewWindow"+name, 0)
box := node.box
box = callback(box)
window := box.Window
node.window = window
log.Println("StartNewWindow() box =", box)
window.UiWindow.Show()
})
}
func StartNewWindow(bg bool, name string, axis int, callback func(*GuiBox) *GuiBox) {
log.Println("StartNewWindow() ui.Main() Create a new window")
if bg {
go initUI(name, callback)
time.Sleep(500 * time.Millisecond) // this might make it more stable on windows?
} else {
initUI(name, callback)
}
}
func MessageWindow(gw *GuiWindow, msg1 string, msg2 string) {
ui.MsgBox(gw.UiWindow, msg1, msg2)
}
func ErrorWindow(gw *GuiWindow, msg1 string, msg2 string) {
ui.MsgBoxError(gw.UiWindow, msg1, msg2)
}
//
// This creates a new 'window' (which is just a tab in the window)
// This is this way because on Linux you can have more than one
// actual window but that does not appear to work on the MacOS or Windows
//
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func InitWindow(parent *Node, gw *GuiWindow, name string, axis int) *Node {
log.Println("gui.InitWindow() START")
var box *GuiBox
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var node *Node
if gw == nil {
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node = mapWindow(parent, nil, name, Config.Width, Config.Height)
box = node.box
} else {
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node = mapWindow(parent, gw.UiWindow, name, Config.Width, Config.Height)
box = node.box
}
// box.Window = &newGuiWindow
newGuiWindow := box.Window
// This is the first window. One must create it here
if gw == nil {
log.Println("gui.initWindow() ADDING ui.NewWindow()")
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node.uiNewWindow(name, Config.Width, Config.Height)
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box.node = node
if (node.box == nil) {
node.box = box
}
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w := node.uiWindow
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newGuiWindow.UiWindow = w
f := Config.Exit
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w.OnClosing(func(*ui.Window) bool {
if (Config.Debug) {
log.Println("gui.InitWindow() OnClosing()")
}
// newGuiWindow.UiWindow.Destroy()
if f == nil {
ui.Quit()
} else {
// use a custom exit function
f(node)
}
return true
})
newGuiWindow.UiTab = ui.NewTab()
newGuiWindow.UiWindow.SetChild(newGuiWindow.UiTab)
newGuiWindow.UiWindow.SetMargined(true)
tmp := 0
newGuiWindow.TabNumber = &tmp
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node.uiTab = newGuiWindow.UiTab
} else {
newGuiWindow.UiWindow = gw.UiWindow
newGuiWindow.UiTab = gw.UiTab
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node.uiTab = newGuiWindow.UiTab
}
newGuiWindow.BoxMap = make(map[string]*GuiBox)
newGuiWindow.EntryMap = make(map[string]*GuiEntry)
// Data.Windows = append(Data.Windows, &newGuiWindow)
if newGuiWindow.UiTab == nil {
tabnum := 0
newGuiWindow.TabNumber = &tabnum
} else {
tabnum := newGuiWindow.UiTab.NumPages()
newGuiWindow.TabNumber = &tabnum
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if (node.uiTab == nil) {
node.uiTab = newGuiWindow.UiTab
}
}
Data.WindowMap[newGuiWindow.Name] = newGuiWindow
if (box.node == nil) {
fn := FindNode("full initTab")
log.Println("InitWindow() fn =", fn)
log.Println("InitWindow() mapping node <=> box")
box.node = fn
if (fn.box == nil) {
log.Println("InitWindow() mapping node <=> box")
fn.box = box
}
}
if (box.node == nil) {
Data.ListChildren(true)
log.Println("InitWindow() box has a FUCKING nil node")
fn := FindNode("full initTab")
log.Println("InitWindow() fn =", fn)
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panic(-1)
}
if (newGuiWindow.node == nil) {
Data.ListChildren(true)
log.Println("InitWindow() newGuiWindow has a FUCKING nil node")
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// panic(-1)
}
log.Println("InitWindow() END *GuiWindow =", newGuiWindow)
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if (box.node == nil) {
box.Dump()
panic(-1)
}
box.Dump()
box.node.Dump()
if (box.node != node) {
log.Println("InitWindow() box.node != node. Hmmm....")
log.Println("InitWindow() box.node != node. Hmmm....")
log.Println("InitWindow() box.node != node. Hmmm....")
panic(-1)
}
if (node.box != box) {
log.Println("InitWindow() node.box != box. Hmmm....")
log.Println("InitWindow() node.box != box. Hmmm....")
log.Println("InitWindow() node.box != box. Hmmm....")
panic(-1)
}
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if (node.uiTab == nil) {
// DebugNodeChildren()
// panic("node.uiTab = nil")
}
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return node
}
func DeleteWindow(name string) {
log.Println("gui.DeleteWindow() START name =", name)
window := Data.WindowMap[name]
if window == nil {
log.Println("gui.DeleteWindow() NO WINDOW WITH name =", name)
return
}
log.Println("gui.DumpBoxes() MAP: ", name)
log.Println("gui.DumpBoxes()\tWindow.name =", window.Name)
if window.TabNumber == nil {
log.Println("gui.DumpBoxes() \tWindows.TabNumber = nil")
}
tab := *window.TabNumber
log.Println("gui.DumpBoxes() \tWindows.TabNumber =", tab)
log.Println("gui.DumpBoxes() \tSHOULD DELETE TAB", tab, "HERE")
window.UiTab.Delete(tab)
delete(Data.WindowMap, name)
// renumber tabs here
for name, window := range Data.WindowMap {
log.Println("gui.DumpBoxes() MAP: ", name)
if window.TabNumber == nil {
log.Println("gui.DumpBoxes() \tWindows.TabNumber = nil")
} else {
log.Println("gui.DumpBoxes() \tWindows.TabNumber =", *window.TabNumber)
if tab < *window.TabNumber {
log.Println("gui.DumpBoxes() \tSubtracting 1 from TabNumber")
*window.TabNumber -= 1
log.Println("gui.DumpBoxes() \tWindows.TabNumber is now =", *window.TabNumber)
}
}
}
}
func CreateWindow(title string, tabname string, x int, y int, custom func() ui.Control) *Node {
n := CreateBlankWindow(title, x, y)
if (n.box == nil) {
log.Println("SERIOUS ERROR n.box == nil in CreateWindow()")
log.Println("SERIOUS ERROR n.box == nil in CreateWindow()")
log.Println("SERIOUS ERROR n.box == nil in CreateWindow()")
log.Println("SERIOUS ERROR n.box == nil in CreateWindow()")
}
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n.AddTab(title, custom())
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// TODO: run custom() here // Oct 9
return n
}
func (n *Node) Add(e Element) *Node {
newNode := n.addNode("testingAdd")
if(e == Tab) {
log.Println("gui.Add() SHOULD ADD element =", e.String())
}
return newNode
}
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//
// Create a new node
// if parent == nil, that means it is a new window and needs to be put
// in the window map (aka Data.NodeMap)
//
func (parent *Node) addNode(title string) *Node {
var node Node
node.Name = title
node.Width = parent.Width
node.Height = parent.Height
node.parent = parent
id := Config.prefix + strconv.Itoa(Config.counter)
Config.counter += 1
node.id = id
parent.Append(&node)
return &node
}
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func makeNode(parent *Node, title string, x int, y int) *Node {
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var node Node
node.Name = title
node.Width = x
node.Height = y
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id := Config.prefix + strconv.Itoa(Config.counter)
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Config.counter += 1
node.id = id
// panic("gui.makeNode() START")
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if (parent == nil) {
if (Data.NodeMap[title] != nil) {
log.Println("Duplicate uiNewWindow() name =", title)
// TODO: just change the 'title' to something unique
panic(fmt.Sprintf("Duplicate uiNewWindow() name = %s\n", title))
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return nil
}
// panic("gui.makeNode() before NodeMap()")
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Data.NodeMap[title] = &node
Data.NodeArray = append(Data.NodeArray, &node)
Data.NodeSlice = append(Data.NodeSlice, &node)
// panic("gui.makeNode() after NodeMap()")
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return &node
} else {
panic("gui.makeNode() before Append()")
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parent.Append(&node)
panic("gui.makeNode() after Append()")
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}
node.parent = parent
return &node
}
func (parent *Node) makeNode(title string, x int, y int) *Node {
var node Node
node.Name = title
node.Width = x
node.Height = y
id := Config.prefix + strconv.Itoa(Config.counter)
Config.counter += 1
node.id = id
parent.Append(&node)
node.parent = parent
return &node
}
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func (n *Node) uiNewWindow(title string, x int, y int) {
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w := ui.NewWindow(title, x, y, false)
w.SetBorderless(false)
f := Config.Exit
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w.OnClosing(func(*ui.Window) bool {
if (Config.Debug) {
log.Println("ui.Window().OnClosing()")
}
if (f != nil) {
f(n)
}
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return true
})
w.SetMargined(true)
w.Show()
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n.uiWindow = w
// w.node = &node
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return
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}
func CreateBlankWindow(title string, x int, y int) *Node {
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node := mapWindow(nil, nil, title, x, y)
box := node.box
log.Println("gui.CreateBlankWindow() title = box.Name =", box.Name)
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node.uiNewWindow(box.Name, x, y)
window := node.uiWindow
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ui.OnShouldQuit(func() bool {
log.Println("createWindow().Destroy()", box.Name)
window.Destroy()
return true
})
box.Window.UiWindow = window
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return node
}
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func (n *Node) initBlankWindow() ui.Control {
hbox := ui.NewHorizontalBox()
hbox.SetPadded(true)
return hbox
}
func makeBlankNode(title string) *Node {
log.Println("gui.makeBlankNode() title =", title)
if Data.NodeMap[title] != nil {
log.Println("gui.makeBlankNode() already exists title =", title)
title = title + Config.prefix + strconv.Itoa(Config.counter)
Config.counter += 1
}
if Data.NodeMap[title] != nil {
panic("gui.makeBlankNode() already exists")
return nil
}
node := makeNode(nil, title, x, y)
return node
}
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func mapWindow(parent *Node, window *ui.Window, title string, x int, y int) *Node {
log.Println("gui.WindowMap START title =", title)
if Data.WindowMap[title] != nil {
log.Println("Data.WindowMap[title] already exists title =", title)
title = title + Config.prefix + strconv.Itoa(Config.counter)
Config.counter += 1
}
if Data.WindowMap[title] != nil {
log.Println("Data.WindowMap[title] already exists title =", title)
panic("Data.WindowMap[newGuiWindow.Name] already exists")
return nil
}
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log.Println("gui.WindowMap START title =", title)
var newGuiWindow GuiWindow
newGuiWindow.Width = x
newGuiWindow.Height = y
newGuiWindow.Name = title
newGuiWindow.UiWindow = window
newGuiWindow.BoxMap = make(map[string]*GuiBox)
newGuiWindow.EntryMap = make(map[string]*GuiEntry)
Data.WindowMap[newGuiWindow.Name] = &newGuiWindow
var box GuiBox
box.Window = &newGuiWindow
box.Name = title
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node := makeNode(parent, title, x, y)
node.box = &box
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node.uiWindow = window
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box.node = node
newGuiWindow.BoxMap["jcarrInitTest"] = &box
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return node
}
// This routine creates a blank window with a Title and size (W x H)
//
// This routine can not have any arguements due to the nature of how
// it can be passed via the 'andlabs/ui' queue which, because it is
// cross platform, must pass UI changes into the OS threads (that is
// my guess).
func NewWindow() *Node {
title := Config.Title
w := Config.Width
h := Config.Height
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var node *Node
node = mapWindow(nil, nil, title, w, h)
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box := node.box
log.Println("gui.NewWindow() title = box.Name =", box.Name)
node.uiNewWindow(box.Name, w, h)
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window := node.uiWindow
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f := Config.Exit
ui.OnShouldQuit(func() bool {
log.Println("createWindow().Destroy() on node.Name =", node.Name)
if (f != nil) {
f(node)
}
return true
})
box.Window.UiWindow = window
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return node
}