package gui import "image/color" 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 GuiDataStructure type GuiTabStructure struct { me *ui.Tab parentWindow *ui.Window firstBox *ui.Box tabOffset int EntryNick *ui.Entry EntryUser *ui.Entry EntryPass *ui.Entry // this means only one table per tab mh *TableData // stuff for the 'area' // this means only one area per tab fontButton *ui.FontButton attrstr *ui.AttributedString splashArea *ui.Area } type GuiDataStructure struct { State string Width int Height int // a fallback default function to handle mouse events // if nothing else is defined to handle them MouseClick func(*ButtonMap) // general information Version string GitCommit string GoVersion string Buildtime string HomeDir string Debug bool DebugTable bool // official hostname and IPv6 address for this box Hostname string IPv6 string // account entry textboxes Config *pb.Config Current *pb.Account // A map of all buttons everywhere on all // windows, all tabs, across all goroutines // This is "GLOBAL" AllButtons []ButtonMap // a tab (maybe the one the user is playing with?) CurrentTab *GuiTabStructure // a VM (maybe the one the user is playing with?) // CurrentVM string CurrentVM *pb.Event_VM // All the tabs Tabs []GuiTabStructure // stuff for the splash screen / setup tabs // MainWindow *ui.Window cloudWindow *ui.Window cloudTab *ui.Tab cloudBox *ui.Box smallBox *ui.Box mainwin *ui.Window maintab *ui.Tab tabcount int // stuff for the 'area' MyArea *ui.Area fontButton *ui.FontButton attrstr *ui.AttributedString splashArea *ui.Area } type TableColumnData struct { Index int CellType string Heading string Color string } type ButtonMap struct { B *ui.Button FB *ui.FontButton Account *pb.Account VM *pb.Event_VM Action string // what type of button aTab *GuiTabStructure custom func (*ButtonMap) } // // TABLE DATA STRUCTURES START // 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 } // // 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: add back image support and the progress bar // type HumanCellData struct { Name string // what kind of row is this? Text string TextID int Color color.RGBA ColorID int } type HumanMap struct { Name string // what kind of row is this? TextID int ColorID int } // // 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 } // // TABLE DATA STRUCTURES END //