more variable name changes
Signed-off-by: Jeff Carr <jcarr@wit.com>
This commit is contained in:
parent
ef28b8fc2b
commit
9177817db1
12
area.go
12
area.go
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@ -25,16 +25,16 @@ func makeSplashArea(wm *GuiWindow, ah *GuiArea) {
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// There should be another way to do this (?)
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newB := CreateFontButton(wm, "AREA")
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// ah.Attrstr = makeAttributedString()
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ah.Area = ui.NewArea(ah)
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newB.A = ah.Area
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// ah.UiAttrstr = makeAttributedString()
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ah.UiArea = ui.NewArea(ah)
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newB.A = ah.UiArea
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newB.WM = wm
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// Data.AllButtons[1].A = ah.Area
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// Data.AllButtons[1].A = ah.UiArea
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// ah.Button = &Data.AllButtons[1]
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ah.Button = newB
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if (Data.Debug) {
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spew.Dump(ah.Area)
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spew.Dump(ah.UiArea)
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log.Println("DEBUGGING", Data.Debug)
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} else {
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log.Println("NOT DEBUGGING AREA mhAH.Button =", ah.Button)
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@ -61,7 +61,7 @@ func appendWithAttributes(newText *ui.AttributedString, what string, attrs ...ui
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func (ah GuiArea) Draw(a *ui.Area, p *ui.AreaDrawParams) {
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tl := ui.DrawNewTextLayout(&ui.DrawTextLayoutParams{
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String: ah.Attrstr,
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String: ah.UiAttrstr,
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DefaultFont: ah.Button.FB.Font(),
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Width: p.AreaWidth,
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Align: ui.DrawTextAlign(1),
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@ -25,10 +25,10 @@ func ShowSplashBox(wm *GuiWindow, newText *ui.AttributedString) *ui.Box {
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// initialize the GuiArea{}
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wm.AH = new(GuiArea)
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wm.AH.WM = wm
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wm.AH.Attrstr = newText
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wm.AH.UiAttrstr = newText
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makeSplashArea(wm, wm.AH)
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newbox.Append(wm.AH.Area, true)
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newbox.Append(wm.AH.UiArea, true)
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if runtime.GOOS == "linux" {
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newbox.Append(ui.NewLabel("OS: Linux"), false)
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192
structs.go
192
structs.go
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@ -16,9 +16,7 @@ import pb "git.wit.com/wit/witProtobuf"
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var Data GuiData
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type GuiData struct {
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State string
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// Width int
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// Height int
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State string // used like a state machine
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// a fallback default function to handle mouse events
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// if nothing else is defined to handle them
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@ -56,11 +54,28 @@ type GuiData struct {
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EntryPass *ui.Entry
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}
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type TableColumnData struct {
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Index int
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CellType string
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Heading string
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Color string
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// Note: every mouse click is handled
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// as a 'Button' regardless of where
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// the user clicks it. You could probably
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// call this 'GuiMouseClick'
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type GuiButton struct {
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// andlabs/ui stuff
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B *ui.Button
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FB *ui.FontButton
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A *ui.Area
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W *ui.Window
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T *ui.Tab
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AH *GuiArea
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// git.wit.com/wit/gui stuff
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WM *GuiWindow
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Account *pb.Account
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VM *pb.Event_VM
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Action string // what type of button
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// a callback function for the main application
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custom func (*GuiButton)
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}
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type GuiEntry struct {
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@ -82,9 +97,9 @@ type GuiEntry struct {
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}
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type GuiBox struct {
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W *GuiWindow
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EntryMap map[string][]*GuiEntry
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AH *GuiArea
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A *GuiArea
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}
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type GuiWindow struct {
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@ -99,47 +114,95 @@ type GuiWindow struct {
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Action string
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}
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//
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// AREA STRUCTURES START
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// AREA STRUCTURES START
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// AREA STRUCTURES START
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//
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type GuiArea struct{
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WM *GuiWindow
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Button *GuiButton
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UiAttrstr *ui.AttributedString
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UiArea *ui.Area
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}
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type FontString struct {
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S string
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Size int
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F font.Face
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W font.Weight
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}
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type GuiButton struct {
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// andlabs/ui stuff
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B *ui.Button
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FB *ui.FontButton
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A *ui.Area
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W *ui.Window
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T *ui.Tab
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AH *GuiArea
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// git.wit.com/wit/gui stuff
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WM *GuiWindow
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Account *pb.Account
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VM *pb.Event_VM
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Action string // what type of button
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// a callback function for the main application
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custom func (*GuiButton)
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}
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// AREA STRUCTURES START
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type GuiArea struct{
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Button *GuiButton
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Attrstr *ui.AttributedString
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Area *ui.Area
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WM *GuiWindow
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}
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//
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// AREA STRUCTURES END
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// AREA STRUCTURES END
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// AREA STRUCTURES END
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//
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//
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// TABLE DATA STRUCTURES START
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// TABLE DATA STRUCTURES START
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// TABLE DATA STRUCTURES START
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//
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//
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// This is the structure that andlabs/ui uses to pass information
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// to the GUI. This is the "authoritative" data.
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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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generatedColumnTypes []ui.TableValue // generate this dynamically
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Cells [20]CellData
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Human [20]HumanMap
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Account *pb.Account // what account this table is for
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lastRow int
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lastColumn int
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parentTab *ui.Tab
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}
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//
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// This maps the andlabs/ui & libui components into a "human"
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// readable cell reference list. The reason is that there
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// are potentially 3 values for each cell. The Text, the Color
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// and an image. These are not always needed so the number
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// of fields varies between 1 and 3. Internally, the toolkit
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// GUI abstraction needs to list all of them, but it's then
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// hard to figure out which column goes with the columns that
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// you see when you visually are looking at it like a spreadsheet
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//
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// This makes a map so that we can say "give me the value at
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// row 4 and column 2" and find the fields that are needed
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//
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// TODO: re-add images and the progress bar (works in andlabs/ui)
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//
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type HumanCellData struct {
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Name string // what kind of row is this?
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Text string
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TextID int
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Color color.RGBA
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ColorID int
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VM *pb.Event_VM
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Button *GuiButton
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}
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type HumanMap struct {
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Name string // what kind of row is this?
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TextID int
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ColorID int
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}
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type TableColumnData struct {
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Index int
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CellType string
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Heading string
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Color string
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}
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type CellData struct {
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Index int
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HumanID int
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@ -161,57 +224,6 @@ type RowData struct {
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VM *pb.Event_VM
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}
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//
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// This maps the andlabs/ui & libui components into a "human"
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// readable cell reference list. The reason is that there
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// are potentially 3 values for each cell. The Text, the Color
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// and an image. These are not always needed so the number
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// of fields varies between 1 and 3. Internally, the toolkit
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// GUI abstraction needs to list all of them, but it's then
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// hard to figure out which column goes with the columns that
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// you see when you visually are looking at it like a spreadsheet
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//
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// This makes a map so that we can say "give me the value at
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// row 4 and column 2" and find the fields that are needed
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//
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// TODO: add back image support and the progress bar
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//
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type HumanCellData struct {
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Name string // what kind of row is this?
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Text string
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TextID int
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Color color.RGBA
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ColorID int
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VM *pb.Event_VM
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Button *GuiButton
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}
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type HumanMap struct {
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Name string // what kind of row is this?
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TextID int
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ColorID int
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}
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//
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// This is the structure that andlabs/ui uses to pass information
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// to the GUI. This is the "authoritative" data.
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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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generatedColumnTypes []ui.TableValue // generate this dynamically
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Cells [20]CellData
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Human [20]HumanMap
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Account *pb.Account // what account this table is for
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lastRow int
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lastColumn int
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parentTab *ui.Tab
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}
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//
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// TABLE DATA STRUCTURES END
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//
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