From 800f8db555c723092c84c852d91b100d0d1bf34e Mon Sep 17 00:00:00 2001 From: Jeff Carr Date: Sun, 12 May 2019 15:11:32 -0700 Subject: [PATCH] export all the structs in TableData Signed-off-by: Jeff Carr --- gui.go | 26 +++++++-------- table.go | 83 +++++++++++++++++++++++++++-------------------- tableCallbacks.go | 15 +++++---- 3 files changed, 69 insertions(+), 55 deletions(-) diff --git a/gui.go b/gui.go index e57e3e1..a435f27 100644 --- a/gui.go +++ b/gui.go @@ -260,7 +260,7 @@ func AddEntriesDemo() { maintab.SetMargined(tabcount, true) } -func initColumnNames(mh *tableData, cellJWC string, junk string) { +func initColumnNames(mh *TableData, cellJWC string, junk string) { if (cellJWC == "BG") { mh.generatedColumnTypes = append(mh.generatedColumnTypes, ui.TableColor{}) } else if (cellJWC == "BUTTON") { @@ -275,7 +275,7 @@ func initColumnNames(mh *tableData, cellJWC string, junk string) { } } -func initRow(mh *tableData, row int, parts []InputData) { +func initRow(mh *TableData, row int, parts []InputData) { tmpBTindex := 0 for key, foo := range parts { log.Println(key, foo) @@ -305,10 +305,10 @@ type InputData struct { } func AddSampleTableTab(mytab *ui.Tab, mytabcount int, name string, rowcount int, parts []InputData) { - mh := new(tableData) + mh := new(TableData) - mh.rowcount = rowcount - mh.rows = make([]rowData, mh.rowcount) + mh.RowCount = rowcount + mh.Rows = make([]RowData, mh.RowCount) // This is the standard callback function from libUI when the user does something mh.libUIevent = defaultSetCellValue @@ -322,7 +322,7 @@ func AddSampleTableTab(mytab *ui.Tab, mytabcount int, name string, rowcount int, time.Sleep(1 * 1000 * 1000 * 1000) - for row := 0; row < mh.rowcount; row++ { + for row := 0; row < mh.RowCount; row++ { initRow(mh, row, parts) } log.Println(mh) @@ -357,11 +357,11 @@ func AddSampleTableTab(mytab *ui.Tab, mytabcount int, name string, rowcount int, mytab.SetMargined(mytabcount, true) } -func AddTableTab(mytab *ui.Tab, mytabcount int, name string, rowcount int, parts []InputData) { - mh := new(tableData) +func AddTableTab(mytab *ui.Tab, mytabcount int, name string, rowcount int, parts []InputData) *TableData { + mh := new(TableData) - mh.rowcount = rowcount - mh.rows = make([]rowData, mh.rowcount) + mh.RowCount = rowcount + mh.Rows = make([]RowData, mh.RowCount) // This is the standard callback function from libUI when the user does something mh.libUIevent = defaultSetCellValue @@ -373,9 +373,7 @@ func AddTableTab(mytab *ui.Tab, mytabcount int, name string, rowcount int, parts initColumnNames(mh, foo.CellType, foo.Heading) } - // time.Sleep(1 * 1000 * 1000 * 1000) - - for row := 0; row < mh.rowcount; row++ { + for row := 0; row < mh.RowCount; row++ { initRow(mh, row, parts) } log.Println(mh) @@ -408,6 +406,8 @@ func AddTableTab(mytab *ui.Tab, mytabcount int, name string, rowcount int, parts mytab.Append(name, table) mytab.SetMargined(mytabcount, true) + + return mh } func DoGUI() { diff --git a/table.go b/table.go index 0c3505c..36a95f0 100644 --- a/table.go +++ b/table.go @@ -16,81 +16,92 @@ var img [2]*ui.Image img[1] = ui.NewImage(16, 16) */ -type cellData struct { - index int - value ui.TableValue - name string // what type of cell is this? - event func() // what function to call if there is an event on this +type CellData struct { + Index int + Value ui.TableValue + Name string // what type of cell is this? + Event func() // what function to call if there is an event on this } // hmm. will this stand the test of time? -type rowData struct { - name string // what kind of row is this? - status string // status of the row? +type RowData struct { + Name string // what kind of row is this? + Status string // status of the row? /* // These may or may not be implementable click func() // what function to call if the user clicks on it doubleclick func() // what function to call if the user double clicks on it */ - cells [20]cellData + Cells [20]CellData } -type tableData struct { - rowcount int // This is the number of 'rows' which really means data elements not what the human sees - rowWidth int // This is how wide each row is - rows []rowData // This is all the table data by row +type TableData struct { + RowCount int // This is the number of 'rows' which really means data elements not what the human sees + RowWidth int // This is how wide each row is + Rows []RowData // This is all the table data by row generatedColumnTypes []ui.TableValue // generate this dynamically - libUIevent func(*tableData, *ui.TableModel, int, int, ui.TableValue) + libUIevent func(*TableData, *ui.TableModel, int, int, ui.TableValue) + cellChangeEvent func(int, int, ui.TableValue) } -func initRowBTcolor(mh *tableData, row int, intBG int) { +func initRowBTcolor(mh *TableData, row int, intBG int) { // alternate background of each row light and dark if (row % 2) == 1 { - mh.rows[row].cells[intBG].value = ui.TableColor{0.5, 0.5, 0.5, .7} - mh.rows[row].cells[intBG].name = "BG" + mh.Rows[row].Cells[intBG].Value = ui.TableColor{0.5, 0.5, 0.5, .7} + mh.Rows[row].Cells[intBG].Name = "BG" } else { - mh.rows[row].cells[intBG].value = ui.TableColor{0.1, 0.1, 0.1, .1} - mh.rows[row].cells[intBG].name = "BG" + mh.Rows[row].Cells[intBG].Value = ui.TableColor{0.1, 0.1, 0.1, .1} + mh.Rows[row].Cells[intBG].Name = "BG" } } -func initRowButtonColumn(mh *tableData, row int, buttonID int, junk string) { +func initRowButtonColumn(mh *TableData, row int, buttonID int, junk string) { // set the button text for Column ? - mh.rows[row].cells[buttonID].value = ui.TableString(fmt.Sprintf("%s %d", junk, row)) - mh.rows[row].cells[buttonID].name = "BUTTON" + mh.Rows[row].Cells[buttonID].Value = ui.TableString(fmt.Sprintf("%s %d", junk, row)) + mh.Rows[row].Cells[buttonID].Name = "BUTTON" } -func initRowTextColorColumn(mh *tableData, row int, stringID int, colorID int, junk string, color ui.TableColor) { +func initRowTextColorColumn(mh *TableData, row int, stringID int, colorID int, junk string, color ui.TableColor) { // text for Column ? - mh.rows[row].cells[stringID].value = ui.TableString(fmt.Sprintf("%s %d", junk, row)) - mh.rows[row].cells[stringID].name = "EDIT" + mh.Rows[row].Cells[stringID].Value = ui.TableString(fmt.Sprintf("%s %d", junk, row)) + mh.Rows[row].Cells[stringID].Name = "EDIT" // text color for Column ? - mh.rows[row].cells[colorID].value = color - mh.rows[row].cells[colorID].name = "COLOR" + mh.Rows[row].Cells[colorID].Value = color + mh.Rows[row].Cells[colorID].Name = "COLOR" } -func initRowTextColumn(mh *tableData, row int, stringID int, junk string) { - mh.rows[row].cells[stringID].value = ui.TableString(fmt.Sprintf("%s %d", junk, row)) - mh.rows[row].cells[stringID].name = "EDIT" +func initRowTextColumn(mh *TableData, row int, stringID int, junk string) { + mh.Rows[row].Cells[stringID].Value = ui.TableString(fmt.Sprintf("%s %d", junk, row)) + mh.Rows[row].Cells[stringID].Name = "EDIT" } -func appendTextColorColumn(mh *tableData, table *ui.Table, stringID int, colorID int, columnName string) { +func appendTextColorColumn(mh *TableData, table *ui.Table, stringID int, colorID int, columnName string) { table.AppendTextColumn(columnName, stringID, ui.TableModelColumnAlwaysEditable, &ui.TableTextColumnOptionalParams{ ColorModelColumn: colorID, }); } -func appendTextColumn(mh *tableData, table *ui.Table, stringID int, columnName string) { +func appendTextColumn(mh *TableData, table *ui.Table, stringID int, columnName string) { table.AppendTextColumn(columnName, stringID, ui.TableModelColumnAlwaysEditable, nil) } -func defaultSetCellValue(mh *tableData, m *ui.TableModel, row, column int, value ui.TableValue) { - if (mh.rows[row].cells[column].name == "EDIT") { - mh.rows[row].cells[column].value = value +func defaultSetCellValue(mh *TableData, m *ui.TableModel, row, column int, value ui.TableValue) { + if (mh.Rows[row].Cells[column].Name == "EDIT") { + mh.Rows[row].Cells[column].Value = value } - if (mh.rows[row].cells[column].name == "BUTTON") { + if (mh.Rows[row].Cells[column].Name == "BUTTON") { + log.Println("FOUND THE BUTTON!!!!!!! Button was pressed START", row, column) + } + return +} + +func simpleSetCellValue(mh *TableData, row, column int, value string) { + if (mh.Rows[row].Cells[column].Name == "EDIT") { + mh.Rows[row].Cells[column].Value = ui.TableString(value) + } + if (mh.Rows[row].Cells[column].Name == "BUTTON") { log.Println("FOUND THE BUTTON!!!!!!! Button was pressed START", row, column) } return diff --git a/tableCallbacks.go b/tableCallbacks.go index 8e9eda3..9f8f707 100644 --- a/tableCallbacks.go +++ b/tableCallbacks.go @@ -12,22 +12,22 @@ import "log" import "github.com/andlabs/ui" import _ "github.com/andlabs/ui/winmanifest" -func (mh *tableData) NumRows(m *ui.TableModel) int { - return mh.rowcount +func (mh *TableData) NumRows(m *ui.TableModel) int { + return mh.RowCount } // FYI: this routine seems to be called around 10 to 100 times a second for each table -func (mh *tableData) ColumnTypes(m *ui.TableModel) []ui.TableValue { +func (mh *TableData) ColumnTypes(m *ui.TableModel) []ui.TableValue { return mh.generatedColumnTypes } // TODO: Figure out why this is being called 1000 times a second (10 times for each row & column) // Nevermind this TODO. Who gives a shit. This is a really smart way to treat the OS toolkits -func (mh *tableData) CellValue(m *ui.TableModel, row, column int) ui.TableValue { - return mh.rows[row].cells[column].value +func (mh *TableData) CellValue(m *ui.TableModel, row, column int) ui.TableValue { + return mh.Rows[row].Cells[column].Value } -func (mh *tableData) SetCellValue(m *ui.TableModel, row, column int, value ui.TableValue) { +func (mh *TableData) SetCellValue(m *ui.TableModel, row, column int, value ui.TableValue) { log.Println("SetCallValue() START row=", row, "column=", column, "value=", value) // spew.Dump(m) // spew.Dump(mh) @@ -37,5 +37,8 @@ func (mh *tableData) SetCellValue(m *ui.TableModel, row, column int, value ui.Ta } // spew.Dump(m) mh.libUIevent(mh, m, row, column, value) + if (mh.cellChangeEvent != nil) { + mh.cellChangeEvent(row, column, value) + } log.Println("SetCallValue() END") }