245 lines
4.7 KiB
Go
245 lines
4.7 KiB
Go
package gui
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// Common actions for widgets like 'Enable' or 'Hide'
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import (
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"regexp"
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"go.wit.com/log"
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"go.wit.com/gui/widget"
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)
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// functions for handling text related GUI elements
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func (n *Node) Show() *Node {
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if ! n.hidden {
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a := newAction(n, widget.Show)
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sendAction(a)
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}
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return n
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}
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func (n *Node) Hide() *Node {
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if ! n.hidden {
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a := newAction(n, widget.Hide)
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sendAction(a)
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}
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return n
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}
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func (n *Node) Enable() *Node {
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if ! n.hidden {
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a := newAction(n, widget.Enable)
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sendAction(a)
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}
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return n
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}
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func (n *Node) Disable() *Node {
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if ! n.hidden {
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a := newAction(n, widget.Disable)
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sendAction(a)
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}
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return n
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}
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func (n *Node) Add(str string) {
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log.Log(GUI, "gui.Add() value =", str)
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n.value = str
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if ! n.hidden {
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a := newAction(n, widget.Add)
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sendAction(a)
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}
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}
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func (n *Node) AddText(str string) {
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log.Log(CHANGE, "AddText() value =", str)
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n.value = str
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if ! n.hidden {
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a := newAction(n, widget.AddText)
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sendAction(a)
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}
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}
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func (n *Node) SetNext(w int, h int) {
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n.NextW = w
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n.NextH = h
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log.Info("SetNext() w,h =", n.NextW, n.NextH)
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}
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func (n *Node) AppendText(str string) {
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tmp := widget.GetString(n.value) + str
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n.value = tmp
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if ! n.hidden {
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a := newAction(n, widget.SetText)
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sendAction(a)
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}
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}
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// THESE TWO FUNCTIONS ARE TERRIBLY NAMED AND NEED TO BE FIXED
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// 5 seconds worth of ideas:
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// Value() ?
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// Progname() Reference() ?
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// get a string from the widget
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func (n *Node) GetText() string {
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if ! n.Ready() { return "" }
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return widget.GetString(n.value)
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}
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// get a string from the widget
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func (n *Node) GetInt() int {
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if ! n.Ready() { return -1 }
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return widget.GetInt(n.value)
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}
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// get a string from the widget
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func (n *Node) GetBool() bool {
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if ! n.Ready() { return false}
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return widget.GetBool(n.value)
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}
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// should get the reference name used for programming and debugging
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// myButton = myGroup.NewButton("hit ball", nil).SetName("HIT")
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// myButton.GetName() should return "HIT"
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// n = Find("HIT") should return myButton
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func (n *Node) GetName() string {
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if ! n.Ready() { return "" }
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return n.progname
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}
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/*
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// string handling examples that might be helpful for normalizeInt()
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isAlpha := regexp.MustCompile(`^[A-Za-z]+$`).MatchString
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for _, username := range []string{"userone", "user2", "user-three"} {
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if !isAlpha(username) {
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log.Log(GUI, "%q is not valid\n", username)
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}
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}
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const alpha = "abcdefghijklmnopqrstuvwxyz"
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func alphaOnly(s string) bool {
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for _, char := range s {
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if !strings.Contains(alpha, strings.ToLower(string(char))) {
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return false
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}
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}
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return true
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}
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*/
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func normalizeInt(s string) string {
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// reg, err := regexp.Compile("[^a-zA-Z0-9]+")
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reg, err := regexp.Compile("[^0-9]+")
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if err != nil {
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log.Log(GUI, "normalizeInt() regexp.Compile() ERROR =", err)
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return s
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}
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clean := reg.ReplaceAllString(s, "")
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log.Log(GUI, "normalizeInt() s =", clean)
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return clean
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}
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func commonCallback(n *Node) {
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// TODO: make all of this common code to all the widgets
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// This might be common everywhere finally (2023/03/01)
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if (n.Custom == nil) {
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log.Log(CHANGE, "Not Running n.Custom(n) == nil")
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} else {
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log.Log(CHANGE, "Running n.Custom(n)")
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n.Custom()
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}
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}
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func (n *Node) Margin() *Node {
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n.margin = true
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if ! n.hidden {
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a := newAction(n, widget.Margin)
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sendAction(a)
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}
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return n
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}
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func (n *Node) Unmargin() *Node {
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n.margin = false
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if ! n.hidden {
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a := newAction(n, widget.Unmargin)
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sendAction(a)
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}
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return n
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}
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func (n *Node) Pad() *Node {
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n.pad = true
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if ! n.hidden {
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a := newAction(n, widget.Pad)
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sendAction(a)
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}
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return n
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}
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func (n *Node) Unpad() *Node {
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n.pad = false
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if ! n.hidden {
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a := newAction(n, widget.Unpad)
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sendAction(a)
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}
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return n
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}
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func (n *Node) Expand() *Node {
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n.expand = true
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if ! n.hidden {
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a := newAction(n, widget.Pad)
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a.Expand = true
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sendAction(a)
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}
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return n
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}
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// is this better?
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// yes, this is better. it allows Internationalization very easily
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// me.window = myGui.New2().Window("DNS and IPv6 Control Panel").Standard()
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// myFunnyWindow = myGui.NewWindow("Hello").Standard().SetText("Hola")
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/*
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func (n *Node) Window(title string) *Node {
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log.Warn("Window()", n)
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return n.NewWindow(title)
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}
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*/
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func (n *Node) ProgName() string {
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if ! n.Ready() { return "" }
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return n.progname
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}
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func (n *Node) Ready() bool {
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if n == nil {
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log.Warn("Ready() got node == nil")
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// TODO: figure out if you can identify the code trace to help find the root cause
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return false
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}
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return true
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}
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// This should not really do anything. as per the docs, the "Standard()" way
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// should be the default way
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/*
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func (n *Node) Standard() *Node {
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log.Warn("Standard() not implemented yet")
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return n
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}
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func (n *Node) SetMargin() *Node {
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log.Warn("DoMargin() not implemented yet")
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return n
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}
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*/
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