package gui // Common actions for widgets like 'Enable' or 'Hide' import ( "regexp" "errors" "go.wit.com/log" "go.wit.com/gui/widget" ) // functions for handling text related GUI elements func (n *Node) Show() *Node { if ! n.hidden { a := newAction(n, widget.Show) sendAction(a) } return n } func (n *Node) Hide() *Node { if ! n.hidden { a := newAction(n, widget.Hide) sendAction(a) } return n } func (n *Node) Enable() *Node { if ! n.hidden { a := newAction(n, widget.Enable) sendAction(a) } return n } func (n *Node) Disable() *Node { if ! n.hidden { a := newAction(n, widget.Disable) sendAction(a) } return n } func (n *Node) Add(str string) { log.Log(GUI, "gui.Add() value =", str) n.S = str if ! n.hidden { a := newAction(n, widget.Add) sendAction(a) } } func (n *Node) AddText(str string) { log.Log(CHANGE, "AddText() value =", str) n.Text = str n.S = str if ! n.hidden { a := newAction(n, widget.AddText) sendAction(a) } } func (n *Node) SetText(text string) *Node { log.Log(CHANGE, "SetText() value =", text) n.Text = text n.S = text if ! n.hidden { a := newAction(n, widget.SetText) sendAction(a) } return n } func (n *Node) SetNext(w int, h int) { n.NextW = w n.NextH = h log.Info("SetNext() w,h =", n.NextW, n.NextH) } func (n *Node) Set(val any) { log.Log(CHANGE, "Set() value =", val) switch v := val.(type) { case bool: n.B = val.(bool) case string: n.Text = val.(string) n.S = val.(string) case int: n.I = val.(int) default: log.Error(errors.New("Set() unknown type"), "v =", v) } if ! n.hidden { a := newAction(n, widget.Set) sendAction(a) } } func (n *Node) AppendText(str string) { tmp := n.S + str n.Text = tmp n.S = tmp if ! n.hidden { a := newAction(n, widget.SetText) sendAction(a) } } // THESE TWO FUNCTIONS ARE TERRIBLY NAMED AND NEED TO BE FIXED // 5 seconds worth of ideas: // Value() ? // Progname() Reference() ? // should get the value of the node func (n *Node) GetText() string { if (n.S != n.Text) { log.Warn("GetText() is screwed up. TODO: fix this dumb crap") } if (n.S != "") { return n.S } return n.Text } // should get the value of the node // myButton = myGroup.NewButton("hit ball", nil).SetName("HIT") // myButton.GetName() should return "HIT" // n = Find("HIT") should return myButton func (n *Node) GetName() string { return n.Name } /* // string handling examples that might be helpful for normalizeInt() isAlpha := regexp.MustCompile(`^[A-Za-z]+$`).MatchString for _, username := range []string{"userone", "user2", "user-three"} { if !isAlpha(username) { log.Log(GUI, "%q is not valid\n", username) } } const alpha = "abcdefghijklmnopqrstuvwxyz" func alphaOnly(s string) bool { for _, char := range s { if !strings.Contains(alpha, strings.ToLower(string(char))) { return false } } return true } */ func normalizeInt(s string) string { // reg, err := regexp.Compile("[^a-zA-Z0-9]+") reg, err := regexp.Compile("[^0-9]+") if err != nil { log.Log(GUI, "normalizeInt() regexp.Compile() ERROR =", err) return s } clean := reg.ReplaceAllString(s, "") log.Log(GUI, "normalizeInt() s =", clean) return clean } func commonCallback(n *Node) { // TODO: make all of this common code to all the widgets // This might be common everywhere finally (2023/03/01) if (n.Custom == nil) { log.Log(CHANGE, "Not Running n.Custom(n) == nil") } else { log.Log(CHANGE, "Running n.Custom(n)") n.Custom() } } func (n *Node) Margin() *Node { n.margin = true if ! n.hidden { a := newAction(n, widget.Margin) sendAction(a) } return n } func (n *Node) Unmargin() *Node { n.margin = false if ! n.hidden { a := newAction(n, widget.Unmargin) sendAction(a) } return n } func (n *Node) Pad() *Node { n.pad = true if ! n.hidden { a := newAction(n, widget.Pad) sendAction(a) } return n } func (n *Node) Unpad() *Node { n.pad = false if ! n.hidden { a := newAction(n, widget.Unpad) sendAction(a) } return n } func (n *Node) Expand() *Node { n.expand = true if ! n.hidden { a := newAction(n, widget.Pad) a.Expand = true sendAction(a) } return n } // is this better? // yes, this is better. it allows Internationalization very easily // me.window = myGui.New2().Window("DNS and IPv6 Control Panel").Standard() // myFunnyWindow = myGui.NewWindow("Hello").Standard().SetText("Hola") func (n *Node) Window(title string) *Node { log.Warn("Window()", n) return n.NewWindow(title) } func (n *Node) Ready() bool { if n == nil {return false} return true } // This should not really do anything. as per the docs, the "Standard()" way // should be the default way /* func (n *Node) Standard() *Node { log.Warn("Standard() not implemented yet") return n } func (n *Node) SetMargin() *Node { log.Warn("DoMargin() not implemented yet") return n } */