andlabs: ran without crashing
Signed-off-by: Jeff Carr <jcarr@wit.com>
This commit is contained in:
parent
1986bd286d
commit
28280403bf
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@ -123,14 +123,7 @@ Creates a window helpful for debugging this package
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`func ExampleCatcher(f func())`
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### func [FindPlugin](/plugin.go#L64)
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`func FindPlugin(name string) *aplug`
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loads and initializes a toolkit (andlabs/ui, gocui, etc)
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attempts to locate the .so file
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### func [Indent](/debug.go#L120)
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### func [Indent](/debug.go#L126)
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`func Indent(b bool, a ...interface{})`
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@ -138,15 +131,15 @@ attempts to locate the .so file
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`func SetDebug(s bool)`
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### func [SetFlag](/debug.go#L44)
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### func [SetFlag](/debug.go#L50)
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`func SetFlag(s string, b bool)`
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### func [ShowDebugValues](/debug.go#L79)
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### func [ShowDebugValues](/debug.go#L85)
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`func ShowDebugValues()`
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### func [StandardExit](/main.go#L169)
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### func [StandardExit](/main.go#L180)
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`func StandardExit()`
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@ -187,7 +180,7 @@ var Config GuiConfig
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The Node is a binary tree. This is how all GUI elements are stored
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simply the name and the size of whatever GUI element exists
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#### func [New](/main.go#L142)
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#### func [New](/main.go#L153)
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`func New() *Node`
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@ -16,7 +16,7 @@ var buttonCounter int = 5
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func main() {
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// This will turn on all debugging
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// gui.SetDebug(true)
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gui.SetDebug(true)
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// myGui = gui.New().LoadToolkit("gocui")
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myGui = gui.New().LoadToolkit("andlabs")
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6
debug.go
6
debug.go
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@ -29,6 +29,12 @@ 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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31
main.go
31
main.go
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@ -112,22 +112,33 @@ func (n *Node) doUserEvent(a toolkit.Action) {
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}
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func (n *Node) LoadToolkit(name string) *Node {
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log(logInfo, "LoadToolkit() for name =", name)
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if (FindPlugin(name) == nil) {
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log(logInfo, "LoadToolkit() START for name =", name)
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plug := initPlugin(name)
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if (plug == nil) {
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return n
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}
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log(logInfo, "LoadToolkit() sending InitToolkit action to the plugin channel")
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var a toolkit.Action
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a.ActionType = toolkit.InitToolkit
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plug.pluginChan <- a
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sleep(.5) // temp hack until chan communication is setup
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// TODO: find a new way to do this that is locking, safe and accurate
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Config.rootNode.redraw(plug)
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log(logInfo, "LoadToolkit() END for name =", name)
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return n
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}
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func (n *Node) CloseToolkit(name string) bool {
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log(logInfo, "CloseToolkit() for name =", name)
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for _, aplug := range allPlugins {
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log(debugGui, "CloseToolkit() found", aplug.name)
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if (aplug.name == name) {
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for _, plug := range allPlugins {
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log(debugGui, "CloseToolkit() found", plug.name)
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if (plug.name == name) {
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log(debugNow, "CloseToolkit() sending close", name)
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var a toolkit.Action
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a.ActionType = toolkit.CloseToolkit
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aplug.pluginChan <- a
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plug.pluginChan <- a
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sleep(.5)
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return true
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}
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@ -144,7 +155,7 @@ func New() *Node {
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}
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func (n *Node) Default() *Node {
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if (FindPlugin("gocui") == nil) {
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if (n.LoadToolkit("gocui") == nil) {
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log(logError, "New() failed to load gocui")
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}
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// if DISPLAY isn't set, return since gtk can't load
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@ -152,7 +163,7 @@ func (n *Node) Default() *Node {
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if (os.Getenv("DISPLAY") == "") {
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return n
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}
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if (FindPlugin("andlabs") == nil) {
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if (n.LoadToolkit("andlabs") == nil) {
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log(logError, "New() failed to load andlabs")
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}
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return n
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@ -169,8 +180,8 @@ func (n *Node) StandardClose() {
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func StandardExit() {
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log("wit/gui Standard Window Exit. running os.Exit()")
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log("StandardExit() attempt to exit each toolkit plugin")
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for i, aplug := range allPlugins {
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log("NewButton()", i, aplug)
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for i, plug := range allPlugins {
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log("NewButton()", i, plug)
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}
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exit(0)
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}
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141
plugin.go
141
plugin.go
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@ -16,17 +16,14 @@ var err error
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type Symbol any
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type aplug struct {
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// Ok bool
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name string
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filename string
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plug *plugin.Plugin
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sym *plugin.Symbol
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// LoadOk bool
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// sym *plugin.Symbol
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InitOk bool
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// MainOk bool
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// startup whatever might need to be setup in the plugin
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Init func()
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// Init func()
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// This passes the go channel to the plugin
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// the plugin then passes actions back to
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@ -49,33 +46,27 @@ type aplug struct {
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// add button request
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pluginChan chan toolkit.Action
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PluginChannel func() chan toolkit.Action
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// deprecate all this
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// TODO: make Main() main() and never allow the user to call it
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// run plugin.Main() when the plugin is loaded
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// Main func(func ()) // this never returns. Each plugin must have it's own goroutine
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// Quit func()
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}
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var allPlugins []*aplug
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// loads and initializes a toolkit (andlabs/ui, gocui, etc)
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// attempts to locate the .so file
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func FindPlugin(name string) *aplug {
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var newPlug *aplug
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newPlug = new(aplug)
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log(logInfo, "FindPlugin() START")
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newPlug.InitOk = false
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func initPlugin(name string) *aplug {
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log(logInfo, "initPlugin() START")
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for _, aplug := range allPlugins {
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log(debugGui, "FindPlugin() already loaded toolkit plugin =", aplug.name)
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log(debugGui, "initPlugin() already loaded toolkit plugin =", aplug.name)
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if (aplug.name == name) {
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log(debugError, "FindPlugin() SKIPPING", name, "as you can't load it twice")
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return aplug
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log(debugError, "initPlugin() SKIPPING", name, "as you can't load it twice")
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return nil
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}
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}
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var newPlug *aplug
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newPlug = new(aplug)
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newPlug.InitOk = false
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// locate the shared library file
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filename := name + ".so"
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loadPlugin(newPlug, filename)
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// newPlug.Ok = true
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newPlug.name = name
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// deprecate Init(?)
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newPlug.Init = loadFuncE(newPlug, "Init")
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// should make a goroutine that never exits
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// newPlug.Main = loadFuncF(newPlug, "Main")
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// should send things to the goroutine above
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// newPlug.Queue = loadFuncF(&newPlug, "Queue")
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// unload the plugin and restore state
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// newPlug.Quit = loadFuncE(newPlug, "Quit")
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// Sends instructions like "Add", "Delete", "Disable", etc
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// Sends a widget (button, checkbox, etc) and it's parent widget
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// newPlug.Action = loadFuncA(newPlug, "Action")
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// this tells the toolkit plugin how to send user events back to us
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// for things like: the user clicked on the 'Check IPv6'
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newPlug.Callback = sendCallback(newPlug, "Callback")
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@ -112,8 +87,8 @@ func FindPlugin(name string) *aplug {
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allPlugins = append(allPlugins, newPlug)
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log(debugPlugin, "FindPlugin() END", newPlug.name, filename)
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newPlug.Init()
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log(debugPlugin, "initPlugin() END", newPlug.name, filename)
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// newPlug.Init()
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// set the communication to the plugins
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newPlug.pluginChan = newPlug.PluginChannel()
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newPlug.InitOk = true
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sleep(1) // temp hack until chan communication is setup
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// TODO: find a new way to do this that is locking, safe and accurate
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Config.rootNode.redraw(newPlug)
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return newPlug
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}
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// TODO: All these functions need to be done a smarter way
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// but I haven't worked out the golang syntax to make it smarter
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func loadFuncE(p *aplug, funcName string) func() {
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var newfunc func()
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var ok bool
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var test plugin.Symbol
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test, err = p.plug.Lookup(funcName)
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if err != nil {
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log(debugGui, "DID NOT FIND: name =", test, "err =", err)
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return nil
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}
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newfunc, ok = test.(func())
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if !ok {
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log(debugGui, "function name =", funcName, "names didn't map correctly. Fix the plugin name =", p.name)
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return nil
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}
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return newfunc
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}
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// newPlug.PluginChannel = getPluginChannel(newPlug, "PluginChannel")
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func getPluginChannel(p *aplug, funcName string) func() chan toolkit.Action {
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var newfunc func() chan toolkit.Action
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@ -189,70 +138,6 @@ func sendCallback(p *aplug, funcName string) func(chan toolkit.Action) {
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return newfunc
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}
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/*
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func loadFunc2(p *aplug, funcName string) func(*toolkit.Widget, *toolkit.Widget) {
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var newfunc func(*toolkit.Widget, *toolkit.Widget)
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var ok bool
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var test plugin.Symbol
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test, err = p.plug.Lookup(funcName)
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if err != nil {
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log(debugGui, "DID NOT FIND: name =", test, "err =", err)
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return nil
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}
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newfunc, ok = test.(func(*toolkit.Widget, *toolkit.Widget))
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if !ok {
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log(debugGui, "function name =", funcName, "names didn't map correctly. Fix the plugin name =", p.name)
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return nil
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}
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return newfunc
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}
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*/
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// does this fix loadFuncE problems?
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// TODO: still need to move to channels here
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func loadFuncA(p *aplug, funcName string) func(*toolkit.Action) {
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var newfunc func(*toolkit.Action)
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var ok bool
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var test plugin.Symbol
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test, err = p.plug.Lookup(funcName)
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if err != nil {
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log(debugGui, "DID NOT FIND: name =", test, "err =", err)
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return nil
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}
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newfunc, ok = test.(func(*toolkit.Action))
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if !ok {
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log(debugGui, "function name =", funcName, "names didn't map correctly. Fix the plugin name =", p.name)
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return nil
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}
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return newfunc
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}
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// This is probably dangerous and should never be done
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// executing arbitrary functions will cause them to run inside the goroutine that
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// the GUI toolkit itself is running in. TODO: move to channels here
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func loadFuncF(p *aplug, funcName string) func(func ()) {
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var newfunc func(func ())
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var ok bool
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var test plugin.Symbol
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test, err = p.plug.Lookup(funcName)
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if err != nil {
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log(debugGui, "DID NOT FIND: name =", test, "err =", err)
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return nil
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}
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newfunc, ok = test.(func(func ()))
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if !ok {
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log(debugGui, "function name =", funcName, "names didn't map correctly. Fix the plugin name =", p.name)
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return nil
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}
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return newfunc
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}
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/*
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This searches in the following order for the plugin .so files:
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./toolkit/
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@ -24,9 +24,6 @@ func catchActionChannel() {
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log(logNow, "catchActionChannel() START")
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for {
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log(logNow, "catchActionChannel() for loop")
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uiMain.Do(func() {
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go ui.Main(demoUI)
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})
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select {
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case a := <-pluginChan:
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log(logNow, "catchActionChannel() SELECT widget id =", a.WidgetId, a.Name)
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@ -95,7 +92,7 @@ func queue(f func()) {
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}
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// This is important. This sets the defaults for the gui. Without this, there isn't correct padding, etc
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func Init() {
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func init() {
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log(logNow, "Init() START")
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log(debugToolkit, "Init()")
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// Can you pass values to a plugin init() ? Otherwise, there is no way to safely print
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@ -106,7 +103,17 @@ func Init() {
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pluginChan = make(chan toolkit.Action, 1)
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log(logNow, "Init() start channel reciever")
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go ui.Main(func() {
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demoUI()
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})
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go catchActionChannel()
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/*
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// go catchActionChannel()
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go uiMain.Do(func() {
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ui.Main(demoUI)
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// go catchActionChannel()
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})
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*/
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log(logNow, "Init() END")
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}
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@ -24,6 +24,7 @@ func Send(p *toolkit.Widget, c *toolkit.Widget) {
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}
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*/
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/*
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func oldAction2(a *toolkit.Action) {
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log(logNow, "Action() START")
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if (a == nil) {
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@ -31,22 +32,31 @@ func oldAction2(a *toolkit.Action) {
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return
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}
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pluginChan <- *a
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/*
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f := func() {
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rawAction(a)
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}
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// f()
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Queue(f)
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*/
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log(logNow, "Action() END")
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}
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*/
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func rawAction(a toolkit.Action) {
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log(debugAction, "rawAction() START a.ActionType =", a.ActionType)
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log(debugAction, "rawAction() START a.S =", a.S)
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if (a.ActionType == toolkit.InitToolkit) {
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// TODO: make sure to only do this once
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// go uiMain.Do(func() {
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// ui.Main(demoUI)
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// go catchActionChannel()
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// })
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// try doing this on toolkit load in init()
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return
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}
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log(logNow, "rawAction() START a.WidgetId =", a.WidgetId, "a.ParentId =", a.ParentId)
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switch a.WidgetType {
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case toolkit.Flag:
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@ -1,15 +1,7 @@
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package toolkit
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type WidgetType int
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type ActionType int
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// passes information between the toolkit library (plugin)
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//
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// All Toolkit interactions should be done via a channel or Queue()
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// TODO: FIGURE OUT HOW TO IMPLEMENT THIS
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// https://ieftimov.com/post/golang-datastructures-trees/
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// TODO: protobuf ?
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//
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// This is the only thing that is passed between the toolkit plugin
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//
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// what names should be used? This is not part of [[Graphical Widget]]
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@ -17,29 +9,12 @@ type ActionType int
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// Event is used too much: web dev, cloud, etc
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// I'm using "Action". Maybe it should really be
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// "Interaction" as per wikipedia [[User interface]]
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// Could a protobuf be used here? (Can functions be passed?)
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type Widget2 struct {
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// Name string
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Type WidgetType
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//
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// TODO: convert this to a protobuf (?)
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//
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// This function is how you interact with the toolkit
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// latest attempt. seems to work so far (2023/02/28)
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// Hopefully this will be the barrier between the goroutines
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// TODO: move this interaction to channels
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Custom func()
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// re-adding an id to test channels
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Id int
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// This is how the values are passed back and forth
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// values from things like checkboxes & dropdown's
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// The string is also used to set the button name
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B bool
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I int
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// maybe safe if there is correctly working Custom() between goroutines?
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// (still probably not, almost certainly not. not possible. layer violation?)
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S string // not safe to have 'S'
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}
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type WidgetType int // Button, Menu, Checkbox, etc.
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type ActionType int // Add, SetText, Click, Hide, Append, Delete, etc
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type Action struct {
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ActionType ActionType
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@ -51,20 +26,13 @@ type Action struct {
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Text string // what is visable to the user
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Name string // a name useful for programming
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// this should be the widget
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// if the action is New, Hide, Enable, etc
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// Widget *Widget
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// This is how the values are passed back and forth
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// values from things like checkboxes & dropdown's
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// The string is also used to set the button name
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B bool
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I int
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// maybe safe if there is correctly working Custom() between goroutines?
|
||||
// (still probably not, almost certainly not. not possible. layer violation?)
|
||||
S string // not safe to have 'S'
|
||||
S string
|
||||
|
||||
A any
|
||||
A any // switch to this or deprecate this? pros/cons?
|
||||
|
||||
// This GUI is intended for simple things
|
||||
// We are not laying out PDF's here
|
||||
|
|
|
@ -23,12 +23,6 @@ func Watchdog() {
|
|||
Config.rootNode.ListChildren(true)
|
||||
}
|
||||
}
|
||||
if (i == 2) {
|
||||
Config.rootNode.LoadToolkit("gocui")
|
||||
}
|
||||
// if (i == 3) {
|
||||
// Config.rootNode.LoadToolkit("andlabs")
|
||||
// }
|
||||
i += 1
|
||||
time.Sleep(watchtime * time.Second / 10)
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue