package gui import ( "image/color" // "log" "github.com/andlabs/ui" "golang.org/x/image/font" _ "github.com/andlabs/ui/winmanifest" ) // // 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 GuiData var Config GuiConfig type GuiConfig struct { Title string Width int Height int Exit func(*Node) Debug bool DebugNode bool DebugTabs bool DebugTable bool DebugWindow bool depth int counter int // used to make unique ID's prefix string } type GuiData struct { // a fallback default function to handle mouse events // if nothing else is defined to handle them MouseClick func(*GuiButton) // A map of all the entry boxes AllEntries []*GuiEntry // WindowMap map[string]*GuiWindow // Store access to everything via binary tree's NodeMap map[string]*Node NodeArray []*Node NodeSlice []*Node // A map of all buttons everywhere on all // windows, all tabs, across all goroutines // This is "GLOBAL" // // This has to work this way because of how // andlabs/ui & andlabs/libui work AllButtons []*GuiButton buttonMap map[*ui.Button]*GuiButton } type GuiTab struct { Name string // field for human readable name Number int // the andlabs/ui tab index // Window *GuiWindow // the parent Window } // // stores information on the 'window' // // This merges the concept of andlabs/ui *Window and *Tab // // More than one Window is not supported in a cross platform // sense & may never be. On Windows and MacOS, you have to have // 'tabs'. Even under Linux, more than one Window is currently // unstable // // This code will make a 'GuiWindow' regardless of if it is // a stand alone window (which is more or less working on Linux) // or a 'tab' inside a window (which is all that works on MacOS // and MSWindows. // // This struct keeps track of what is in the window so you // can destroy and replace it with something else // /* type GuiWindow struct { Name string // field for human readable name Width int Height int Axis int // does it add items to the X or Y axis TabNumber *int // the andlabs/ui tab index // the components of the window EntryMap map[string]*GuiEntry Area *GuiArea node *Node // andlabs/ui abstraction mapping UiWindow *ui.Window UiTab *ui.Tab // if this != nil, the window is 'tabbed' } */ /* func (w *GuiWindow) Dump() { log.Println("gui.GuiWindow.Dump() Name = ", w.Name) log.Println("gui.GuiWindow.Dump() node = ", w.node) log.Println("gui.GuiWindow.Dump() Width = ", w.Width) log.Println("gui.GuiWindow.Dump() Height = ", w.Height) } func (w *GuiWindow) SetNode(n *Node) { if (w.node != nil) { w.Dump() panic("gui.SetNode() Error not nil") } w.node = n if (w.node == nil) { w.Dump() panic("gui.SetNode() node == nil") } } */ // Note: every mouse click is handled // as a 'Button' regardless of where // the user clicks it. You could probably // call this 'GuiMouseClick' type GuiButton struct { Name string // field for human readable name // a callback function for the main application Custom func(*GuiButton) Values interface{} Color color.RGBA // andlabs/ui abstraction mapping B *ui.Button FB *ui.FontButton CB *ui.ColorButton } // text entry fields type GuiEntry struct { Name string // field for human readable name Edit bool Last string // the last value Normalize func(string) string // function to 'normalize' the data B *GuiButton // andlabs/ui abstraction mapping UiEntry *ui.Entry } // // AREA STRUCTURES START // AREA STRUCTURES START // AREA STRUCTURES START // type GuiArea struct { Button *GuiButton // what button handles mouse events UiAttrstr *ui.AttributedString UiArea *ui.Area } type FontString struct { S string Size int F font.Face W font.Weight } // // AREA STRUCTURES END // AREA STRUCTURES END // AREA STRUCTURES END // // // TABLE DATA STRUCTURES START // TABLE DATA STRUCTURES START // TABLE DATA STRUCTURES START // // // 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 n *Node lastRow int lastColumn int } // // 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: re-add images and the progress bar (works in andlabs/ui) // type HumanCellData struct { Name string // what kind of row is this? Text string TextID int Color color.RGBA ColorID int Button *GuiButton } type HumanMap struct { Name string // what kind of row is this? TextID int ColorID int } type TableColumnData struct { Index int CellType string Heading string Color string } 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 // depending on if it's possible to detect the bgcolor or what row is selected 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 } // // TABLE DATA STRUCTURES END //