export all the structs in TableData

Signed-off-by: Jeff Carr <jcarr@wit.com>
This commit is contained in:
Jeff Carr 2019-05-12 15:11:32 -07:00
parent cf17208da0
commit 800f8db555
3 changed files with 69 additions and 55 deletions

26
gui.go
View File

@ -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() {

View File

@ -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

View File

@ -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")
}