more variable name changes

Signed-off-by: Jeff Carr <jcarr@wit.com>
This commit is contained in:
Jeff Carr 2019-05-30 09:58:05 -07:00
parent ef28b8fc2b
commit 9177817db1
3 changed files with 110 additions and 98 deletions

12
area.go
View File

@ -25,16 +25,16 @@ func makeSplashArea(wm *GuiWindow, ah *GuiArea) {
// There should be another way to do this (?) // There should be another way to do this (?)
newB := CreateFontButton(wm, "AREA") newB := CreateFontButton(wm, "AREA")
// ah.Attrstr = makeAttributedString() // ah.UiAttrstr = makeAttributedString()
ah.Area = ui.NewArea(ah) ah.UiArea = ui.NewArea(ah)
newB.A = ah.Area newB.A = ah.UiArea
newB.WM = wm newB.WM = wm
// Data.AllButtons[1].A = ah.Area // Data.AllButtons[1].A = ah.UiArea
// ah.Button = &Data.AllButtons[1] // ah.Button = &Data.AllButtons[1]
ah.Button = newB ah.Button = newB
if (Data.Debug) { if (Data.Debug) {
spew.Dump(ah.Area) spew.Dump(ah.UiArea)
log.Println("DEBUGGING", Data.Debug) log.Println("DEBUGGING", Data.Debug)
} else { } else {
log.Println("NOT DEBUGGING AREA mhAH.Button =", ah.Button) log.Println("NOT DEBUGGING AREA mhAH.Button =", ah.Button)
@ -61,7 +61,7 @@ func appendWithAttributes(newText *ui.AttributedString, what string, attrs ...ui
func (ah GuiArea) Draw(a *ui.Area, p *ui.AreaDrawParams) { func (ah GuiArea) Draw(a *ui.Area, p *ui.AreaDrawParams) {
tl := ui.DrawNewTextLayout(&ui.DrawTextLayoutParams{ tl := ui.DrawNewTextLayout(&ui.DrawTextLayoutParams{
String: ah.Attrstr, String: ah.UiAttrstr,
DefaultFont: ah.Button.FB.Font(), DefaultFont: ah.Button.FB.Font(),
Width: p.AreaWidth, Width: p.AreaWidth,
Align: ui.DrawTextAlign(1), Align: ui.DrawTextAlign(1),

View File

@ -25,10 +25,10 @@ func ShowSplashBox(wm *GuiWindow, newText *ui.AttributedString) *ui.Box {
// initialize the GuiArea{} // initialize the GuiArea{}
wm.AH = new(GuiArea) wm.AH = new(GuiArea)
wm.AH.WM = wm wm.AH.WM = wm
wm.AH.Attrstr = newText wm.AH.UiAttrstr = newText
makeSplashArea(wm, wm.AH) makeSplashArea(wm, wm.AH)
newbox.Append(wm.AH.Area, true) newbox.Append(wm.AH.UiArea, true)
if runtime.GOOS == "linux" { if runtime.GOOS == "linux" {
newbox.Append(ui.NewLabel("OS: Linux"), false) newbox.Append(ui.NewLabel("OS: Linux"), false)

View File

@ -16,9 +16,7 @@ import pb "git.wit.com/wit/witProtobuf"
var Data GuiData var Data GuiData
type GuiData struct { type GuiData struct {
State string State string // used like a state machine
// Width int
// Height int
// a fallback default function to handle mouse events // a fallback default function to handle mouse events
// if nothing else is defined to handle them // if nothing else is defined to handle them
@ -56,11 +54,28 @@ type GuiData struct {
EntryPass *ui.Entry EntryPass *ui.Entry
} }
type TableColumnData struct { // Note: every mouse click is handled
Index int // as a 'Button' regardless of where
CellType string // the user clicks it. You could probably
Heading string // call this 'GuiMouseClick'
Color string type GuiButton struct {
// andlabs/ui stuff
B *ui.Button
FB *ui.FontButton
A *ui.Area
W *ui.Window
T *ui.Tab
AH *GuiArea
// git.wit.com/wit/gui stuff
WM *GuiWindow
Account *pb.Account
VM *pb.Event_VM
Action string // what type of button
// a callback function for the main application
custom func (*GuiButton)
} }
type GuiEntry struct { type GuiEntry struct {
@ -82,9 +97,9 @@ type GuiEntry struct {
} }
type GuiBox struct { type GuiBox struct {
W *GuiWindow
EntryMap map[string][]*GuiEntry EntryMap map[string][]*GuiEntry
AH *GuiArea A *GuiArea
} }
type GuiWindow struct { type GuiWindow struct {
@ -99,47 +114,95 @@ type GuiWindow struct {
Action string Action string
} }
//
// AREA STRUCTURES START
// AREA STRUCTURES START
// AREA STRUCTURES START
//
type GuiArea struct{
WM *GuiWindow
Button *GuiButton
UiAttrstr *ui.AttributedString
UiArea *ui.Area
}
type FontString struct { type FontString struct {
S string S string
Size int Size int
F font.Face F font.Face
W font.Weight W font.Weight
} }
//
type GuiButton struct {
// andlabs/ui stuff
B *ui.Button
FB *ui.FontButton
A *ui.Area
W *ui.Window
T *ui.Tab
AH *GuiArea
// git.wit.com/wit/gui stuff
WM *GuiWindow
Account *pb.Account
VM *pb.Event_VM
Action string // what type of button
// a callback function for the main application
custom func (*GuiButton)
}
// AREA STRUCTURES START
type GuiArea struct{
Button *GuiButton
Attrstr *ui.AttributedString
Area *ui.Area
WM *GuiWindow
}
// AREA STRUCTURES END // AREA STRUCTURES END
// AREA STRUCTURES END
// AREA STRUCTURES END
//
// //
// TABLE DATA STRUCTURES START // TABLE DATA STRUCTURES START
// TABLE DATA STRUCTURES START
// TABLE DATA STRUCTURES START
// //
//
// This is the structure that andlabs/ui uses to pass information
// to the GUI. This is the "authoritative" data.
//
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
Cells [20]CellData
Human [20]HumanMap
Account *pb.Account // what account this table is for
lastRow int
lastColumn int
parentTab *ui.Tab
}
//
// This maps the andlabs/ui & libui components into a "human"
// readable cell reference list. The reason is that there
// are potentially 3 values for each cell. The Text, the Color
// and an image. These are not always needed so the number
// of fields varies between 1 and 3. Internally, the toolkit
// GUI abstraction needs to list all of them, but it's then
// hard to figure out which column goes with the columns that
// you see when you visually are looking at it like a spreadsheet
//
// This makes a map so that we can say "give me the value at
// row 4 and column 2" and find the fields that are needed
//
// TODO: re-add images and the progress bar (works in andlabs/ui)
//
type HumanCellData struct {
Name string // what kind of row is this?
Text string
TextID int
Color color.RGBA
ColorID int
VM *pb.Event_VM
Button *GuiButton
}
type HumanMap struct {
Name string // what kind of row is this?
TextID int
ColorID int
}
type TableColumnData struct {
Index int
CellType string
Heading string
Color string
}
type CellData struct { type CellData struct {
Index int Index int
HumanID int HumanID int
@ -161,57 +224,6 @@ type RowData struct {
VM *pb.Event_VM VM *pb.Event_VM
} }
//
// This maps the andlabs/ui & libui components into a "human"
// readable cell reference list. The reason is that there
// are potentially 3 values for each cell. The Text, the Color
// and an image. These are not always needed so the number
// of fields varies between 1 and 3. Internally, the toolkit
// GUI abstraction needs to list all of them, but it's then
// hard to figure out which column goes with the columns that
// you see when you visually are looking at it like a spreadsheet
//
// This makes a map so that we can say "give me the value at
// row 4 and column 2" and find the fields that are needed
//
// TODO: add back image support and the progress bar
//
type HumanCellData struct {
Name string // what kind of row is this?
Text string
TextID int
Color color.RGBA
ColorID int
VM *pb.Event_VM
Button *GuiButton
}
type HumanMap struct {
Name string // what kind of row is this?
TextID int
ColorID int
}
//
// This is the structure that andlabs/ui uses to pass information
// to the GUI. This is the "authoritative" data.
//
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
Cells [20]CellData
Human [20]HumanMap
Account *pb.Account // what account this table is for
lastRow int
lastColumn int
parentTab *ui.Tab
}
// //
// TABLE DATA STRUCTURES END // TABLE DATA STRUCTURES END
// //