export all the structs in TableData
Signed-off-by: Jeff Carr <jcarr@wit.com>
This commit is contained in:
parent
cf17208da0
commit
800f8db555
26
gui.go
26
gui.go
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@ -260,7 +260,7 @@ func AddEntriesDemo() {
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maintab.SetMargined(tabcount, true)
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}
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func initColumnNames(mh *tableData, cellJWC string, junk string) {
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func initColumnNames(mh *TableData, cellJWC string, junk string) {
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if (cellJWC == "BG") {
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mh.generatedColumnTypes = append(mh.generatedColumnTypes, ui.TableColor{})
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} else if (cellJWC == "BUTTON") {
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@ -275,7 +275,7 @@ func initColumnNames(mh *tableData, cellJWC string, junk string) {
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}
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}
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func initRow(mh *tableData, row int, parts []InputData) {
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func initRow(mh *TableData, row int, parts []InputData) {
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tmpBTindex := 0
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for key, foo := range parts {
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log.Println(key, foo)
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@ -305,10 +305,10 @@ type InputData struct {
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}
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func AddSampleTableTab(mytab *ui.Tab, mytabcount int, name string, rowcount int, parts []InputData) {
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mh := new(tableData)
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mh := new(TableData)
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mh.rowcount = rowcount
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mh.rows = make([]rowData, mh.rowcount)
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mh.RowCount = rowcount
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mh.Rows = make([]RowData, mh.RowCount)
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// This is the standard callback function from libUI when the user does something
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mh.libUIevent = defaultSetCellValue
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@ -322,7 +322,7 @@ func AddSampleTableTab(mytab *ui.Tab, mytabcount int, name string, rowcount int,
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time.Sleep(1 * 1000 * 1000 * 1000)
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for row := 0; row < mh.rowcount; row++ {
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for row := 0; row < mh.RowCount; row++ {
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initRow(mh, row, parts)
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}
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log.Println(mh)
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@ -357,11 +357,11 @@ func AddSampleTableTab(mytab *ui.Tab, mytabcount int, name string, rowcount int,
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mytab.SetMargined(mytabcount, true)
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}
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func AddTableTab(mytab *ui.Tab, mytabcount int, name string, rowcount int, parts []InputData) {
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mh := new(tableData)
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func AddTableTab(mytab *ui.Tab, mytabcount int, name string, rowcount int, parts []InputData) *TableData {
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mh := new(TableData)
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mh.rowcount = rowcount
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mh.rows = make([]rowData, mh.rowcount)
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mh.RowCount = rowcount
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mh.Rows = make([]RowData, mh.RowCount)
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// This is the standard callback function from libUI when the user does something
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mh.libUIevent = defaultSetCellValue
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@ -373,9 +373,7 @@ func AddTableTab(mytab *ui.Tab, mytabcount int, name string, rowcount int, parts
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initColumnNames(mh, foo.CellType, foo.Heading)
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}
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// time.Sleep(1 * 1000 * 1000 * 1000)
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for row := 0; row < mh.rowcount; row++ {
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for row := 0; row < mh.RowCount; row++ {
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initRow(mh, row, parts)
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}
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log.Println(mh)
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@ -408,6 +406,8 @@ func AddTableTab(mytab *ui.Tab, mytabcount int, name string, rowcount int, parts
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mytab.Append(name, table)
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mytab.SetMargined(mytabcount, true)
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return mh
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}
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func DoGUI() {
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83
table.go
83
table.go
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@ -16,81 +16,92 @@ var img [2]*ui.Image
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img[1] = ui.NewImage(16, 16)
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*/
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type cellData struct {
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index int
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value ui.TableValue
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name string // what type of cell is this?
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event func() // what function to call if there is an event on this
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type CellData struct {
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Index int
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Value ui.TableValue
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Name string // what type of cell is this?
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Event func() // what function to call if there is an event on this
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}
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// hmm. will this stand the test of time?
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type rowData struct {
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name string // what kind of row is this?
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status string // status of the row?
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type RowData struct {
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Name string // what kind of row is this?
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Status string // status of the row?
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/*
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// These may or may not be implementable
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click func() // what function to call if the user clicks on it
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doubleclick func() // what function to call if the user double clicks on it
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*/
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cells [20]cellData
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Cells [20]CellData
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}
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type tableData struct {
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rowcount int // This is the number of 'rows' which really means data elements not what the human sees
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rowWidth int // This is how wide each row is
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rows []rowData // This is all the table data by row
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type TableData struct {
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RowCount int // This is the number of 'rows' which really means data elements not what the human sees
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RowWidth int // This is how wide each row is
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Rows []RowData // This is all the table data by row
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generatedColumnTypes []ui.TableValue // generate this dynamically
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libUIevent func(*tableData, *ui.TableModel, int, int, ui.TableValue)
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libUIevent func(*TableData, *ui.TableModel, int, int, ui.TableValue)
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cellChangeEvent func(int, int, ui.TableValue)
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}
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func initRowBTcolor(mh *tableData, row int, intBG int) {
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func initRowBTcolor(mh *TableData, row int, intBG int) {
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// alternate background of each row light and dark
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if (row % 2) == 1 {
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mh.rows[row].cells[intBG].value = ui.TableColor{0.5, 0.5, 0.5, .7}
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mh.rows[row].cells[intBG].name = "BG"
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mh.Rows[row].Cells[intBG].Value = ui.TableColor{0.5, 0.5, 0.5, .7}
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mh.Rows[row].Cells[intBG].Name = "BG"
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} else {
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mh.rows[row].cells[intBG].value = ui.TableColor{0.1, 0.1, 0.1, .1}
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mh.rows[row].cells[intBG].name = "BG"
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mh.Rows[row].Cells[intBG].Value = ui.TableColor{0.1, 0.1, 0.1, .1}
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mh.Rows[row].Cells[intBG].Name = "BG"
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}
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}
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func initRowButtonColumn(mh *tableData, row int, buttonID int, junk string) {
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func initRowButtonColumn(mh *TableData, row int, buttonID int, junk string) {
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// set the button text for Column ?
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mh.rows[row].cells[buttonID].value = ui.TableString(fmt.Sprintf("%s %d", junk, row))
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mh.rows[row].cells[buttonID].name = "BUTTON"
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mh.Rows[row].Cells[buttonID].Value = ui.TableString(fmt.Sprintf("%s %d", junk, row))
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mh.Rows[row].Cells[buttonID].Name = "BUTTON"
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}
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func initRowTextColorColumn(mh *tableData, row int, stringID int, colorID int, junk string, color ui.TableColor) {
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func initRowTextColorColumn(mh *TableData, row int, stringID int, colorID int, junk string, color ui.TableColor) {
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// text for Column ?
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mh.rows[row].cells[stringID].value = ui.TableString(fmt.Sprintf("%s %d", junk, row))
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mh.rows[row].cells[stringID].name = "EDIT"
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mh.Rows[row].Cells[stringID].Value = ui.TableString(fmt.Sprintf("%s %d", junk, row))
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mh.Rows[row].Cells[stringID].Name = "EDIT"
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// text color for Column ?
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mh.rows[row].cells[colorID].value = color
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mh.rows[row].cells[colorID].name = "COLOR"
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mh.Rows[row].Cells[colorID].Value = color
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mh.Rows[row].Cells[colorID].Name = "COLOR"
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}
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func initRowTextColumn(mh *tableData, row int, stringID int, junk string) {
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mh.rows[row].cells[stringID].value = ui.TableString(fmt.Sprintf("%s %d", junk, row))
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mh.rows[row].cells[stringID].name = "EDIT"
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func initRowTextColumn(mh *TableData, row int, stringID int, junk string) {
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mh.Rows[row].Cells[stringID].Value = ui.TableString(fmt.Sprintf("%s %d", junk, row))
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mh.Rows[row].Cells[stringID].Name = "EDIT"
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}
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func appendTextColorColumn(mh *tableData, table *ui.Table, stringID int, colorID int, columnName string) {
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func appendTextColorColumn(mh *TableData, table *ui.Table, stringID int, colorID int, columnName string) {
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table.AppendTextColumn(columnName, stringID, ui.TableModelColumnAlwaysEditable,
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&ui.TableTextColumnOptionalParams{
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ColorModelColumn: colorID,
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});
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}
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func appendTextColumn(mh *tableData, table *ui.Table, stringID int, columnName string) {
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func appendTextColumn(mh *TableData, table *ui.Table, stringID int, columnName string) {
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table.AppendTextColumn(columnName, stringID, ui.TableModelColumnAlwaysEditable, nil)
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}
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func defaultSetCellValue(mh *tableData, m *ui.TableModel, row, column int, value ui.TableValue) {
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if (mh.rows[row].cells[column].name == "EDIT") {
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mh.rows[row].cells[column].value = value
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func defaultSetCellValue(mh *TableData, m *ui.TableModel, row, column int, value ui.TableValue) {
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if (mh.Rows[row].Cells[column].Name == "EDIT") {
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mh.Rows[row].Cells[column].Value = value
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}
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if (mh.rows[row].cells[column].name == "BUTTON") {
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if (mh.Rows[row].Cells[column].Name == "BUTTON") {
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log.Println("FOUND THE BUTTON!!!!!!! Button was pressed START", row, column)
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}
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return
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}
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func simpleSetCellValue(mh *TableData, row, column int, value string) {
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if (mh.Rows[row].Cells[column].Name == "EDIT") {
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mh.Rows[row].Cells[column].Value = ui.TableString(value)
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}
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if (mh.Rows[row].Cells[column].Name == "BUTTON") {
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log.Println("FOUND THE BUTTON!!!!!!! Button was pressed START", row, column)
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}
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return
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@ -12,22 +12,22 @@ import "log"
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import "github.com/andlabs/ui"
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import _ "github.com/andlabs/ui/winmanifest"
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func (mh *tableData) NumRows(m *ui.TableModel) int {
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return mh.rowcount
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func (mh *TableData) NumRows(m *ui.TableModel) int {
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return mh.RowCount
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}
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// FYI: this routine seems to be called around 10 to 100 times a second for each table
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func (mh *tableData) ColumnTypes(m *ui.TableModel) []ui.TableValue {
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func (mh *TableData) ColumnTypes(m *ui.TableModel) []ui.TableValue {
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return mh.generatedColumnTypes
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}
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// TODO: Figure out why this is being called 1000 times a second (10 times for each row & column)
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// Nevermind this TODO. Who gives a shit. This is a really smart way to treat the OS toolkits
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func (mh *tableData) CellValue(m *ui.TableModel, row, column int) ui.TableValue {
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return mh.rows[row].cells[column].value
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func (mh *TableData) CellValue(m *ui.TableModel, row, column int) ui.TableValue {
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return mh.Rows[row].Cells[column].Value
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}
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func (mh *tableData) SetCellValue(m *ui.TableModel, row, column int, value ui.TableValue) {
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func (mh *TableData) SetCellValue(m *ui.TableModel, row, column int, value ui.TableValue) {
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log.Println("SetCallValue() START row=", row, "column=", column, "value=", value)
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// spew.Dump(m)
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// spew.Dump(mh)
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@ -37,5 +37,8 @@ func (mh *tableData) SetCellValue(m *ui.TableModel, row, column int, value ui.Ta
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}
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// spew.Dump(m)
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mh.libUIevent(mh, m, row, column, value)
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if (mh.cellChangeEvent != nil) {
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mh.cellChangeEvent(row, column, value)
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}
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log.Println("SetCallValue() END")
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}
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