package gui // Common actions for widgets like 'Enable' or 'Hide' import ( "regexp" "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.value = str if ! n.hidden { a := newAction(n, widget.Add) sendAction(a) } } func (n *Node) AddText(str string) { log.Log(CHANGE, "AddText() value =", str) n.value = str if ! n.hidden { a := newAction(n, widget.AddText) sendAction(a) } } 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) AppendText(str string) { tmp := widget.GetString(n.value) + str n.value = 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() ? // get a string from the widget func (n *Node) GetText() string { if ! n.Ready() { return "" } return widget.GetString(n.value) } // get a string from the widget func (n *Node) GetInt() int { if ! n.Ready() { return -1 } return widget.GetInt(n.value) } // get a string from the widget func (n *Node) GetBool() bool { if ! n.Ready() { return false} return widget.GetBool(n.value) } // should get the reference name used for programming and debugging // myButton = myGroup.NewButton("hit ball", nil).SetName("HIT") // myButton.GetName() should return "HIT" // n = Find("HIT") should return myButton func (n *Node) GetName() string { if ! n.Ready() { return "" } return n.progname } /* // 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) ProgName() string { if ! n.Ready() { return "" } return n.progname } func (n *Node) Ready() bool { if n == nil { log.Warn("Ready() got node == nil") // TODO: figure out if you can identify the code trace to help find the root cause 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 } */