package gui import ( "os" "go.wit.com/gui/toolkit" ) // TODO: make a fake 'plugin' channel of communication to andlabs for mswindows // Windows doesn't support plugins. How can I keep andlabs and only compile it on windows? // https://forum.heroiclabs.com/t/setting-up-goland-to-compile-plugins-on-windows/594/5 // import toolkit "go.wit.com/gui/toolkit/andlabs" const Xaxis = 0 // stack things horizontally const Yaxis = 1 // stack things vertically func init() { log("init() has been run") me.counter = 0 me.prefix = "wit" // Populates the top of the binary tree me.rootNode = addNode("guiBinaryTree") me.rootNode.WidgetType = toolkit.Root // used to pass debugging flags to the toolkit plugins me.flag = me.rootNode.newNode("flag", 0) me.flag.WidgetType = toolkit.Flag me.flag = me.rootNode.newNode("stdout", 0) me.flag.WidgetType = toolkit.Stdout me.guiChan = make(chan toolkit.Action, 1) go watchCallback() } func watchCallback() { log(logInfo, "watchCallback() START") for { log(logInfo, "watchCallback() restarted select for toolkit user events") select { case a := <-me.guiChan: if (a.ActionType == toolkit.UserQuit) { log(logInfo, "doUserEvent() User sent Quit()") me.rootNode.doCustom() exit("wit/gui toolkit.UserQuit") break } if (a.ActionType == toolkit.EnableDebug) { log(logInfo, "doUserEvent() Enable Debugging Window") DebugWindow() break } n := me.rootNode.FindId(a.WidgetId) if (n == nil) { log(logError, "watchCallback() UNKNOWN widget id =", a.WidgetId, a.Name) } else { log(logInfo, "watchCallback() FOUND widget id =", n.id, n.Name) n.doUserEvent(a) } // this maybe a good idea? // TODO: Throttle user events somehow // sleep(.01) // hack that throttles user events } } } func (n *Node) doCustom() { log(logInfo, "doUserEvent() widget =", n.id, n.Name, n.WidgetType, n.B) if (n.Custom == nil) { log(debugError, "Custom() = nil. SKIPPING") return } go n.Custom() } func (n *Node) doUserEvent(a toolkit.Action) { log(logInfo, "doUserEvent() node =", n.id, n.Name) switch n.WidgetType { case toolkit.Checkbox: n.B = a.B log(logInfo, "doUserEvent() node =", n.id, n.Name, "set to:", n.B) n.doCustom() case toolkit.Button: log(logInfo, "doUserEvent() node =", n.id, n.Name, "button clicked") n.doCustom() case toolkit.Combobox: n.S = a.S log(logInfo, "doUserEvent() node =", n.id, n.Name, "set to:", n.S) n.doCustom() case toolkit.Dropdown: n.S = a.S log(logInfo, "doUserEvent() node =", n.id, n.Name, "set to:", n.S) n.doCustom() case toolkit.Textbox: n.S = a.S log(logInfo, "doUserEvent() node =", n.id, n.Name, "set to:", n.S) n.doCustom() case toolkit.Spinner: n.I = a.I log(logInfo, "doUserEvent() node =", n.id, n.Name, "set to:", n.I) n.doCustom() case toolkit.Slider: n.I = a.I log(logInfo, "doUserEvent() node =", n.id, n.Name, "set to:", n.I) n.doCustom() case toolkit.Window: log(logInfo, "doUserEvent() node =", n.id, n.Name, "window closed") n.doCustom() default: log(logInfo, "doUserEvent() type =", n.WidgetType) } } // There should only be one of these per application // This is due to restrictions by being cross platform // some toolkit's on some operating systems don't support more than one // Keep things simple. Do the default expected thing whenever possible func New() *Node { return me.rootNode } // try to load andlabs, if that doesn't work, fall back to the console func (n *Node) Default() *Node { if (guiArg.Gui != "") { log(logError, "New.Default() try toolkit =", guiArg.Gui) return n.LoadToolkit(guiArg.Gui) } // if DISPLAY isn't set, return since gtk can't load // TODO: figure out how to check what to do in macos and mswindows if (os.Getenv("DISPLAY") == "") { if (n.LoadToolkit("gocui") == nil) { log(logError, "New() failed to load gocui") } return n } if (n.LoadToolkit("andlabs") != nil) { return n } n.LoadToolkit("gocui") return n } // The window is destroyed but the application does not quit func (n *Node) StandardClose() { log(debugGui, "wit/gui Standard Window Close. name =", n.Name) log(debugGui, "wit/gui Standard Window Close. n.Custom exit =", n.Custom) } // The window is destroyed and the application exits // TODO: properly exit the plugin since Quit() doesn't do it func StandardExit() { log("wit/gui Standard Window Exit. running os.Exit()") log("StandardExit() attempt to exit each toolkit plugin") for i, plug := range allPlugins { log("NewButton()", i, plug) } exit(0) }