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"
"embed"
"plugin"
"git.wit.org/wit/gui/toolkit"
)
var err error
type Symbol any
type aplug struct {
name string
filename string
plug *plugin.Plugin
// this tells the toolkit plugin how to send events
// back here
//
// This is how we are passed information like a user clicking a button
// or a user changing a dropdown menu or a checkbox
//
// From this channel, the information is then passed into the main program
// Custom() function
//
Callback func(chan toolkit.Action)
// This is how actions are sent to the toolkit.
// For example:
// If a program is using GTK, when a program tries to make a new button
// "Open GIMP", then it would pass an action via this channel into the toolkit
// plugin and the toolkit plugin would add a button to the parent widget
//
// each toolkit has it's own goroutine and each one is sent this
// add button request
//
pluginChan chan toolkit.Action
PluginChannel func() chan toolkit.Action
}
var allPlugins []*aplug
// loads and initializes a toolkit (andlabs/ui, gocui, etc)
// attempts to locate the .so file
func initPlugin(name string) *aplug {
log(logInfo, "initPlugin() START")
for _, aplug := range allPlugins {
log(debugGui, "initPlugin() already loaded toolkit plugin =", aplug.name)
if (aplug.name == name) {
log(debugError, "initPlugin() SKIPPING", name, "as you can't load it twice")
return nil
}
}
return searchPaths(name)
}
// newPlug.PluginChannel = getPluginChannel(newPlug, "PluginChannel")
func getPluginChannel(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 sendCallback(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
}
/*
TODO: clean this up. use command args?
TODO: use LD_LIBRARY_PATH ?
This searches in the following order for the plugin .so files:
./toolkit/
~/go/src/go.wit.org/gui/toolkit/
/usr/lib/go-gui/
*/
func searchPaths(name string) *aplug {
var filename string
var pfile []byte
var err error
// first try to load the embedded plugin file
filename = "plugins/" + name + ".so"
pfile, err = me.resFS.ReadFile(filename)
if (err == nil) {
filename = "/tmp/" + name + ".so"
log(logError, "write out file here", name, filename, len(pfile))
f, _ := os.OpenFile(filename, os.O_WRONLY|os.O_CREATE, 0600)
f.Write(pfile)
f.Close()
p := initToolkit(name, filename)
if (p != nil) {
return p
}
} else {
log(logError, filename, "was not embedded. Error:", err)
}
// attempt to write out the file from the internal resource
filename = "toolkit/" + name + ".so"
p := initToolkit(name, filename)
if (p != nil) {
return p
}
homeDir, err := os.UserHomeDir()
if err != nil {
log(logError, "searchPaths() error. exiting here?")
} else {
filename = homeDir + "/go/src/git.wit.org/wit/gui/toolkit/" + name + ".so"
p = initToolkit(name, filename)
if (p != nil) {
return p
}
}
filename = "/usr/lib/go-gui/" + name + ".so"
p = initToolkit(name, filename)
if (p != nil) {
return p
}
filename = "/usr/local/lib/" + name + ".so"
p = initToolkit(name, filename)
if (p != nil) {
return p
}
return nil
}
// load module
// 1. open the shared object file to load the symbols
func initToolkit(name string, filename string) *aplug {
plug, err := plugin.Open(filename)
if err != nil {
log(debugGui, "plugin FAILED =", filename, err)
return nil
}
log(debugGui, "initToolkit() loading plugin =", filename)
var newPlug *aplug
newPlug = new(aplug)
newPlug.name = name
newPlug.filename = filename
newPlug.plug = plug
// this tells the toolkit plugin how to send user events back to us
// for things like: the user clicked on the 'Check IPv6'
newPlug.Callback = sendCallback(newPlug, "Callback")
// this let's us know where to send requests to the toolkit
// for things like: add a new button called 'Check IPv6'
newPlug.PluginChannel = getPluginChannel(newPlug, "PluginChannel")
// add it to the list of plugins
allPlugins = append(allPlugins, newPlug)
// set the communication to the plugins
newPlug.pluginChan = newPlug.PluginChannel()
if (newPlug.pluginChan == nil) {
log(debugError, "initToolkit() ERROR PluginChannel() returned nil for plugin:", newPlug.name, filename)
return nil
}
newPlug.Callback(me.guiChan)
log(debugPlugin, "initToolkit() END", newPlug.name, filename)
return newPlug
}
// 2023/05/09 pretty clean
// 2023/04/06 Queue() is also being used and channels are being used. memcopy() only
func newAction(n *Node, atype toolkit.ActionType) *toolkit.Action {
var a toolkit.Action
a.ActionType = atype
if (n == nil) {
return &a
}
a.Name = n.Name
a.Text = n.Text
a.WidgetId = n.id
a.B = n.B
a.I = n.I
a.S = n.S
a.X = n.X
a.Y = n.Y
a.AtW = n.AtW
a.AtH = n.AtH
if (n.parent != nil) {
a.ParentId = n.parent.id
}
a.WidgetType = n.WidgetType
return &a
}
// sends the action/event to each toolkit via a golang plugin channel
func sendAction(a *toolkit.Action) {
for _, aplug := range allPlugins {
log(debugPlugin, "Action() aplug =", aplug.name, "Action type=", a.ActionType)
if (aplug.pluginChan == nil) {
log(logInfo, "Action() retrieving the aplug.PluginChannel()", aplug.name)
aplug.pluginChan = aplug.PluginChannel()
log(logInfo, "Action() retrieved", aplug.pluginChan)
}
log(logInfo, "Action() SEND to pluginChan", aplug.name)
aplug.pluginChan <- *a
// added during debugging. might be a good idea in general for a tactile experience
sleep(.02)
}
}
func (n *Node) InitEmbed(resFS embed.FS) *Node {
me.resFS = resFS
return n
}
func (n *Node) LoadToolkitEmbed(name string, b []byte) *Node {
for _, aplug := range allPlugins {
log(logInfo, "LoadToolkitEmbed() already loaded toolkit plugin =", aplug.name)
if (aplug.name == name) {
log(logError, "LoadToolkitEmbed() SKIPPING", name, "as you can't load it twice")
return n
}
}
f, err := os.CreateTemp("", "sample." + name + ".so")
if (err != nil) {
return n
}
defer os.Remove(f.Name())
f.Write(b)
p := initToolkit(name, f.Name())
if (p == nil) {
log(logError, "LoadToolkitEmbed() embedded go file failed", name)
}
return n
}
func (n *Node) ListToolkits() {
for _, aplug := range allPlugins {
log(logNow, "ListToolkits() already loaded toolkit plugin =", aplug.name)
}
}
func (n *Node) LoadToolkit(name string) *Node {
log(logInfo, "LoadToolkit() START for name =", name)
plug := initPlugin(name)
if (plug == nil) {
return n
}
log(logInfo, "LoadToolkit() sending InitToolkit action to the plugin channel")
var a toolkit.Action
a.ActionType = toolkit.InitToolkit
plug.pluginChan <- a
sleep(.5) // temp hack until chan communication is setup
// TODO: find a new way to do this that is locking, safe and accurate
me.rootNode.redraw(plug)
log(logInfo, "LoadToolkit() END for name =", name)
return n
}
func (n *Node) CloseToolkit(name string) bool {
log(logInfo, "CloseToolkit() for name =", name)
for _, plug := range allPlugins {
log(debugGui, "CloseToolkit() found", plug.name)
if (plug.name == name) {
log(debugNow, "CloseToolkit() sending close", name)
var a toolkit.Action
a.ActionType = toolkit.CloseToolkit
plug.pluginChan <- a
sleep(.5)
return true
}
}
return false
}