package gui import "image/color" import "golang.org/x/image/font" import "github.com/andlabs/ui" import _ "github.com/andlabs/ui/winmanifest" import pb "git.wit.com/wit/witProtobuf" // // All GUI Data Structures and functions that are external // If you need cross platform support, these might only // be the safe way to interact with the GUI // var Data GuiData type GuiData struct { State string // used like a state machine // a fallback default function to handle mouse events // if nothing else is defined to handle them MouseClick func(*GuiButton) // passes in all the User accounts from the cloud-control-panel config file Config *pb.Config // general information on the App // move all this to Config (?) Version string GitCommit string GoVersion string Buildtime string HomeDir string Debug bool DebugTable bool // official hostname and IPv6 address for this box // also move all this to Config (?) Hostname string IPv6 string // A map of all the entry boxes AllEntries []*GuiEntry Windows []*GuiWindow // A map of all buttons everywhere on all // windows, all tabs, across all goroutines // This is "GLOBAL" AllButtons []*GuiButton ButtonMap map[*GuiButton][]func (*GuiButton) EntryNick *ui.Entry EntryUser *ui.Entry EntryPass *ui.Entry } // stores information on 'the' window // More than one Window is not supported in a cross platform // sense & may never be. On Windows and MacOS, you have to have // 'tabs'. Even under Linux, more than one Window is currently // unstable // // This code will keep track of if the windows is 'tabbed' or // not. You can draw one thing in the window, then destroy // that, then redraw the window with something else // // This struct keeps track of what is in the window so you // can destroy and replace it with something else // type GuiWindow struct { Action string Area *GuiArea // should be moved to GuiBox C *pb.Config W *ui.Window UiTab *ui.Tab // if this != nil, the window is 'tabbed' BoxMap map[string]*GuiBox // Box1 *ui.Box // Box2 *ui.Box } // Note: every mouse click is handled // as a 'Button' regardless of where // the user clicks it. You could probably // call this 'GuiMouseClick' type GuiButton struct { Action string // what type of button Box *GuiBox // what box the button click was in Area *GuiArea // indicates the button click was in an Area WM *GuiWindow // what window the button click was in (redundant?) Account *pb.Account // associated with what account? VM *pb.Event_VM // associated with which VM? // a callback function for the main application custom func (*GuiButton) // andlabs/ui abstraction mapping B *ui.Button FB *ui.FontButton A *ui.Area // should be deprecated W *ui.Window // should be deprecated T *ui.Tab // should be deprecated } type GuiBox struct { W *GuiWindow EntryMap map[string]*GuiEntry Area *GuiArea UiBox *ui.Box } type GuiEntry struct { Action string // what type of button Edit bool Last string // the last value Normalize func (string) string // function to 'normalize' the data B *GuiButton Account *pb.Account VM *pb.Event_VM E *ui.Entry W *ui.Window // should be moved to *GuiWindow or GuiBox T *ui.Tab // should be moved to *GuiWindow or GuiBox } // // AREA STRUCTURES START // AREA STRUCTURES START // AREA STRUCTURES START // type GuiArea struct{ Window *GuiWindow // what window this area is in (should be GuiBox?) Button *GuiButton // what button handles mouse events UiAttrstr *ui.AttributedString UiArea *ui.Area } type FontString struct { S string Size int F font.Face W font.Weight } // // AREA STRUCTURES END // AREA STRUCTURES END // AREA STRUCTURES END // // // 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 { Index int HumanID int Name string // what type of cell is 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? /* // TODO: 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 */ HumanData [20]HumanCellData // The VM from the protobuf VM *pb.Event_VM } // // TABLE DATA STRUCTURES END //