package gui // Lots of debugging things: // A function dump out the binary tree import ( "strconv" "go.wit.com/gui/toolkit" ) // various debugging flags var debugNow bool = true // useful for active development var debugGui bool = false var debugError bool = true var debugDump bool = false var debugNode bool = false var debugTabs bool = false var debugFlags bool = false var debugChange bool = false // shows user events like mouse and keyboard var debugPlugin bool = false var debugAction bool = false // for printing out the binary tree var listChildrenParent *Node var listChildrenDepth int = 0 var defaultPadding = " " func SetDebug (s bool) { debugGui = s debugTabs = s logNow = s logInfo = s logWarn = s logError = s logVerbose = s SetFlag("Node", s) SetFlag("Tabs", s) SetFlag("Dump", s) SetFlag("Flags", s) SetFlag("Plugin", s) SetFlag("Change", s) SetFlag("Error", s) // This flag is only for the internal toolkit debugging SetFlag("Toolkit", s) } func SetFlag (s string, b bool) { switch s { case "Toolkit": // This flag is only for internal toolkit debugging case "Tabs": debugTabs = b case "Node": debugNode = b case "Dump": debugDump = b case "Error": debugError = b case "Change": debugChange = b case "Flags": debugFlags = b case "Plugin": debugPlugin = b case "Show": // ShowDebugValues() // print them here? default: log(debugGui, "Can't set unknown flag", s) } a := new(toolkit.Action) a.ActionType = toolkit.Set a.WidgetType = toolkit.Flag a.S = s a.B = b sendAction(a) } func ShowDebugValues() { // The order here should match the order in the GUI // TODO: get the order from the node binary tree log(true, "Debug =", debugGui) log(true, "DebugError =", debugError) log(true, "DebugChange =", debugChange) log(true, "DebugDump =", debugDump) log(true, "DebugTabs =", debugTabs) log(true, "DebugPlugin =", debugPlugin) log(true, "DebugNode =", debugNode) SetFlag("Show", true) } func (n *Node) Dump() { b := true // log("Dump() dump =", b) Indent(b, "NODE DUMP START") Indent(b, "id = ", n.id) Indent(b, "Name = ", n.Name) Indent(b, "(X,Y) = ", n.X, n.Y) Indent(b, "Next (W,H) = ", n.NextW, n.NextH) if (n.parent == nil) { Indent(b, "parent = nil") } else { Indent(b, "parent.id =", n.parent.id) } if (n.children != nil) { Indent(b, "children = ", n.children) } if (n.Custom != nil) { Indent(b, "Custom = ", n.Custom) } Indent(b, "NODE DUMP END") a := new(toolkit.Action) a.ActionType = toolkit.Dump a.WidgetId = n.id sendAction(a) } func Indent(b bool, a ...interface{}) { logindent(b, listChildrenDepth, defaultPadding, a...) } func (n *Node) dumpWidget(b bool) string { var info, d string if (n == nil) { log(debugError, "dumpWidget() node == nil") return "" } info = n.WidgetType.String() d = strconv.Itoa(n.id) + " " + info + " " + n.Name var tabs string for i := 0; i < listChildrenDepth; i++ { tabs = tabs + defaultPadding } logindent(b, listChildrenDepth, defaultPadding, d) return tabs + d } // func (n *Node) ListChildren(dump bool, dropdown *Node, mapNodes map[string]*Node) { func (n *Node) ListChildren(dump bool) { if (n == nil) { return } n.dumpWidget(dump) if len(n.children) == 0 { if (n.parent == nil) { return } log(debugNode, "\t\t\tparent =",n.parent.id) if (listChildrenParent != nil) { log(debugNode, "\t\t\tlistChildrenParent =",listChildrenParent.id) if (listChildrenParent.id != n.parent.id) { log("parent =",n.parent.id, n.parent.Name) log("listChildrenParent =",listChildrenParent.id, listChildrenParent.Name) log(listChildrenParent.id, "!=", n.parent.id) exit("parent.child does not match child.parent") } } log(debugNode, "\t\t", n.id, "has no children") return } for _, child := range n.children { if (child.parent != nil) { log(debugNode, "\t\t\tparent =",child.parent.id) } else { log(debugGui, "\t\t\tno parent") // memory corruption? non-threadsafe access? // can all binary tree changes to Node.parent & Node.child be forced into a singular goroutine? panic("something is wrong with the wit golang gui logic and the binary tree is broken. child has no parent") } if (child.children == nil) { log(debugNode, "\t\t", child.id, "has no children") } else { log(debugNode, "\t\t\tHas children:", child.children) } listChildrenParent = n listChildrenDepth += 1 // child.ListChildren(dump, dropdown, mapNodes) child.ListChildren(dump) listChildrenDepth -= 1 } return }