new-gui/common.go

355 lines
6.9 KiB
Go

package gui
// Common actions for widgets like 'Enable' or 'Hide'
import (
"regexp"
"go.wit.com/log"
"go.wit.com/gui/widget"
)
// functions for handling text related GUI elements
func (n *Node) Show() *Node {
if ! n.Ready() { return n }
if ! n.Hidden() { return n }
n.hidden = false
n.changed = true
if n.WidgetType == widget.Window {
log.Warn("Show on a hidden window", n.progname)
log.Warn("this needs to do TestDraw()")
n.TestDraw()
return n
}
// inform the toolkits
sendAction(n, widget.Show)
return n
}
func (n *Node) Hide() *Node {
if ! n.Ready() { return n }
if n.Hidden() { return n }
if n.WidgetType == widget.Window {
log.Warn("Hide on a window", n.progname)
log.Warn("this needs to do TestDestroy() ?")
n.Destroy()
n.hidden = true
n.changed = true
return nil
}
n.hidden = true
n.changed = true
// inform the toolkits
sendAction(n, widget.Hide)
return n
}
// enables a widget so the user can see it and work/click/etc on it
// by default, widgets are enabled when they are created
func (n *Node) Enable() *Node {
if ! n.Ready() { return n }
// if n.enabled { return n }
n.enabled = true
n.changed = true
// inform the toolkits
sendAction(n, widget.Enable)
return n
}
// disables a widget so the user can see it, but can not
// interact or change it.
func (n *Node) Disable() *Node {
if ! n.Ready() { return n }
// if ! n.enabled { return n }
n.enabled = false
n.changed = true
// inform the toolkits
sendAction(n, widget.Disable)
return n
}
func (n *Node) Destroy() {
if ! n.Ready() { return }
// if ! n.enabled { return }
n.enabled = false
n.changed = true
// inform the toolkits
sendAction(n, widget.Delete)
return
}
// add a new text string to widgets that support
// multiple string values
// These must be unique. return false if the string already exists
func (n *Node) AddText(str string) bool {
if ! n.Ready() { return false }
log.Log(CHANGE, "AddText() value =", str)
n.value = str
// TODO: make sure these are unique
n.strings = append(n.strings, str)
// inform the toolkits
sendAction(n, widget.AddText)
return true
}
// appends text to the existing text
// TODO: this is an experiement
func (n *Node) AppendText(str string) {
if ! n.Ready() { return }
tmp := widget.GetString(n.value) + str
n.value = tmp
n.changed = true
// inform the toolkits
sendAction(n, widget.SetText)
}
// THESE TWO FUNCTIONS ARE TERRIBLY NAMED AND NEED TO BE FIXED
// 5 seconds worth of ideas:
// Value() ?
// Progname() Reference() ?
// 2024/01/13 the names are starting to grow on me and make it clearer to code against
// get a string from the widget
func (n *Node) GetText() string {
if ! n.Ready() { return "" }
return widget.GetString(n.value)
}
// get a string from the widget
func (n *Node) GetInt() int {
if ! n.Ready() { return -1 }
return widget.GetInt(n.value)
}
// get a string from the widget
func (n *Node) GetBool() bool {
if ! n.Ready() { return false}
return widget.GetBool(n.value)
}
// should get the reference name used for programming and debugging
func (n *Node) SetProgName(s string) *Node {
if ! n.Ready() { return n }
if n.progname == s {
// don't do anything since nothing changed
return n
}
n.changed = true
n.progname = s
return n
}
/*
TODO: ensure these are unique and make a way to look them up
myButton = myGroup.NewButton("hit ball", nil).SetName("HIT")
myButton.GetName() should return "HIT"
n = Find("HIT") should return myButton
*/
func (n *Node) GetProgName() string {
if ! n.Ready() { return "" }
return n.progname
}
/*
func commonCallback(n *Node) {
// TODO: make all of this common code to all the widgets
// This might be common everywhere finally (2023/03/01)
if (n.Custom == nil) {
log.Log(CHANGE, "Not Running n.Custom(n) == nil")
} else {
log.Log(CHANGE, "Running n.Custom(n)")
n.Custom()
}
}
*/
func (n *Node) Margin() *Node {
if ! n.Ready() { return n }
if n.margin { return n }
n.margin = true
n.changed = true
log.Warn("Margin()", n.WidgetType, n.progname)
// inform the toolkits
sendAction(n, widget.Margin)
return n
}
func (n *Node) Unmargin() *Node {
if ! n.Ready() { return n }
if ! n.margin { return n }
n.margin = false
n.changed = true
// inform the toolkits
sendAction(n, widget.Unmargin)
return n
}
func (n *Node) Pad() *Node {
if ! n.Ready() { return n }
if n.pad == true { return n } // nothing changed
n.pad = true
n.changed = true
log.Warn("Pad()", n.WidgetType, n.progname)
// inform the toolkits
sendAction(n, widget.Pad)
return n
}
func (n *Node) Unpad() *Node {
if ! n.Ready() { return n }
if n.pad == false { return n } // nothing changed
n.pad = false
n.changed = true
// inform the toolkits
sendAction(n, widget.Unpad)
return n
}
func (n *Node) Expand() *Node {
if ! n.Ready() { return n }
if n.expand == true { return n } // nothing changed
n.expand = true
n.changed = true
// inform the toolkits
sendAction(n, widget.SetExpand)
return n
}
func (n *Node) SetExpand(b bool) *Node {
if ! n.Ready() { return n }
if n.expand == b { return n } // nothing changed
n.expand = b
n.changed = true
// inform the toolkits
sendAction(n, widget.SetExpand)
return n
}
// is the widget currently viewable?
func (n *Node) Hidden() bool {
if ! n.Ready() { return false }
return n.hidden
}
func (n *Node) Ready() bool {
if n == nil {
log.Warn("Ready() got node == nil")
// TODO: figure out if you can identify the code trace
// to help find the root cause
return false
}
return true
}
//
//
// DEPRECATE / REDO / SORT OUT THIS STUFF
//
//
// This should not really do anything. as per the docs, the "Standard()" way
// should be the default way
/*
func (n *Node) Standard() *Node {
log.Warn("Standard() not implemented yet")
return n
}
func (n *Node) SetMargin() *Node {
log.Warn("DoMargin() not implemented yet")
return n
}
*/
/*
func (n *Node) Window(title string) *Node {
log.Warn("Window()", n)
return n.NewWindow(title)
}
*/
/*
func (n *Node) Add(str string) {
log.Log(GUI, "gui.Add() value =", str)
n.value = str
// inform the toolkits
sendAction(n, widget.Add)
}
*/
/*
func (n *Node) SetNext(w int, h int) {
n.NextW = w
n.NextH = h
log.Info("SetNext() w,h =", n.NextW, n.NextH)
}
*/
/*
// string handling examples that might be helpful for normalizeInt()
isAlpha := regexp.MustCompile(`^[A-Za-z]+$`).MatchString
for _, username := range []string{"userone", "user2", "user-three"} {
if !isAlpha(username) {
log.Log(GUI, "%q is not valid\n", username)
}
}
const alpha = "abcdefghijklmnopqrstuvwxyz"
func alphaOnly(s string) bool {
for _, char := range s {
if !strings.Contains(alpha, strings.ToLower(string(char))) {
return false
}
}
return true
}
*/
func normalizeInt(s string) string {
// reg, err := regexp.Compile("[^a-zA-Z0-9]+")
reg, err := regexp.Compile("[^0-9]+")
if err != nil {
log.Log(GUI, "normalizeInt() regexp.Compile() ERROR =", err)
return s
}
clean := reg.ReplaceAllString(s, "")
log.Log(GUI, "normalizeInt() s =", clean)
return clean
}