package gui // This is based off of the excellent example and documentation here: // https://github.com/vladimirvivien/go-plugin-example // There truly are great people in this world. // It's a pleasure to be here with all of you import ( "os" "plugin" "git.wit.org/wit/gui/toolkit" ) var err error type Symbol any type aplug struct { // Ok bool name string filename string plug *plugin.Plugin sym *plugin.Symbol LoadOk bool InitOk bool MainOk bool Init func() // TODO: make Main() main() and never allow the user to call it // run plugin.Main() when the plugin is loaded Main func(func ()) // this never returns. Each plugin must have it's own goroutine // Queue func(func ()) // Should this return right away? Should it wait (can it wait?) Quit func() // NewWindow func(*toolkit.Widget) // simplifies passing to the plugin // Send func(*toolkit.Widget, *toolkit.Widget) // should replace Send() Action func(*toolkit.Action) } var allPlugins []*aplug // loads and initializes a toolkit (andlabs/ui, gocui, etc) func LoadToolkit(name string) bool { var newPlug aplug log(debugGui, "gui.LoadToolkit() START") newPlug.LoadOk = false for _, aplug := range allPlugins { log(debugGui, "gui.LoadToolkit() already loaded toolkit plugin =", aplug.name) if (aplug.name == name) { log(debugGui, "gui.LoadToolkit() SKIPPING") return true } } // locate the shared library file filename := name + ".so" loadPlugin(&newPlug, filename) if (newPlug.plug == nil) { log(true, "attempt to find plugin", filename, "failed") return false } // newPlug.Ok = true newPlug.name = name // deprecate Init(?) newPlug.Init = loadFuncE(&newPlug, "Init") // should make a goroutine that never exits newPlug.Main = loadFuncF(&newPlug, "Main") // should send things to the goroutine above // newPlug.Queue = loadFuncF(&newPlug, "Queue") // unload the plugin and restore state newPlug.Quit = loadFuncE(&newPlug, "Quit") // Sends instructions like "Add", "Delete", "Disable", etc // Sends a widget (button, checkbox, etc) and it's parent widget newPlug.Action = loadFuncA(&newPlug, "Action") allPlugins = append(allPlugins, &newPlug) log(debugPlugin, "gui.LoadToolkit() END", newPlug.name, filename) newPlug.Init() newPlug.LoadOk = true return true } // TODO: All these functions need to be done a smarter way // but I haven't worked out the golang syntax to make it smarter func loadFuncE(p *aplug, funcName string) func() { var newfunc func() var ok bool var test plugin.Symbol test, err = p.plug.Lookup(funcName) if err != nil { log(debugGui, "DID NOT FIND: name =", test, "err =", err) return nil } newfunc, ok = test.(func()) if !ok { log(debugGui, "function name =", funcName, "names didn't map correctly. Fix the plugin name =", p.name) return nil } return newfunc } func loadFunc2(p *aplug, funcName string) func(*toolkit.Widget, *toolkit.Widget) { var newfunc func(*toolkit.Widget, *toolkit.Widget) var ok bool var test plugin.Symbol test, err = p.plug.Lookup(funcName) if err != nil { log(debugGui, "DID NOT FIND: name =", test, "err =", err) return nil } newfunc, ok = test.(func(*toolkit.Widget, *toolkit.Widget)) if !ok { log(debugGui, "function name =", funcName, "names didn't map correctly. Fix the plugin name =", p.name) return nil } return newfunc } // does this fix loadFuncE problems? // TODO: still need to move to channels here func loadFuncA(p *aplug, funcName string) func(*toolkit.Action) { var newfunc func(*toolkit.Action) var ok bool var test plugin.Symbol test, err = p.plug.Lookup(funcName) if err != nil { log(debugGui, "DID NOT FIND: name =", test, "err =", err) return nil } newfunc, ok = test.(func(*toolkit.Action)) if !ok { log(debugGui, "function name =", funcName, "names didn't map correctly. Fix the plugin name =", p.name) return nil } return newfunc } // This is probably dangerous and should never be done // executing arbitrary functions will cause them to run inside the goroutine that // the GUI toolkit itself is running in. TODO: move to channels here func loadFuncF(p *aplug, funcName string) func(func ()) { var newfunc func(func ()) var ok bool var test plugin.Symbol test, err = p.plug.Lookup(funcName) if err != nil { log(debugGui, "DID NOT FIND: name =", test, "err =", err) return nil } newfunc, ok = test.(func(func ())) if !ok { log(debugGui, "function name =", funcName, "names didn't map correctly. Fix the plugin name =", p.name) return nil } return newfunc } /* This searches in the following order for the plugin .so files: ./toolkit/ ~/go/src/go.wit.org/gui/toolkit/ /usr/lib/go-gui/ */ func loadPlugin(p *aplug, name string) { var filename string homeDir, err := os.UserHomeDir() if err != nil { log(logError, "loadPlugin() error. exiting here?") return } // attempt to write out the file from the internal resource filename = "toolkit/" + name p.plug = loadfile(filename) if (p.plug != nil) { p.filename = filename return } filename = homeDir + "/go/src/git.wit.org/wit/gui/toolkit/" + name p.plug = loadfile(filename) if (p.plug != nil) { p.filename = filename return } filename = "/usr/lib/go-gui/" + name p.plug = loadfile(filename) if (p.plug != nil) { p.filename = filename return } return } // load module // 1. open the shared object file to load the symbols func loadfile(filename string) *plugin.Plugin { plug, err := plugin.Open(filename) if err != nil { log(debugGui, "plugin FAILED =", filename, err) return nil } log(debugGui, "plugin WORKED =", filename) log(true, "loading plugin", filename, "worked") return plug } // Sends a widget and what to do with it to the plugin // parent = n, child = c // THIS COPIES THE WIDGET STRUCT 2023/03/16 as it's not crashing. Queue() is also being used // never mind that comment. no it doesn't func newaction(a *toolkit.Action, n *Node, where *Node) { if (n != nil) { a.Widget = &n.widget a.WidgetId = n.id a.WidgetType = n.widget.Type a.ActionType = a.ActionType } // action(&a, newNode, n) // newaction(&a, newNode, n) if (where != nil) { log(debugGui, "Action() START on where X,Y, Next X,Y =", where.Name, where.X, where.Y, where.NextX, where.NextY) a.ParentId = where.id switch where.widget.Type { case toolkit.Grid: // where.Dump(true) log(debugGui, "Action() START on Grid (X,Y)", where.X, where.Y, "put next thing at (X,Y) =", where.NextX, where.NextY) // // fix values here if they are invalid. Index starts at 1 if (where.NextX < 1) { where.NextX = 1 } if (where.NextY < 1) { where.NextY = 1 } // a.X = where.NextX a.Y = where.NextY log(debugGui, "Action() END on Grid (X,Y)", where.X, where.Y, "put next thing at (X,Y) =", where.NextX, where.NextY) default: } } for _, aplug := range allPlugins { log(debugPlugin, "Action() aplug =", aplug.name, "Action type=", a.ActionType) if (aplug.Action == nil) { log(debugPlugin, "Failed Action() == nil for", aplug.name) continue } aplug.Action(a) } // increment where to put the next widget in a grid or table if (where != nil) { switch where.widget.Type { case toolkit.Grid: log(logInfo, "Action() START size (X,Y)", where.X, where.Y, "put next thing at (X,Y) =", where.NextX, where.NextY) where.NextY += 1 if (where.NextY > where.Y) { where.NextX += 1 where.NextY = 1 } log(logInfo, "Action() END size (X,Y)", where.X, where.Y, "put next thing at (X,Y) =", where.NextX, where.NextY) default: } } }