141 lines
3.6 KiB
Go
141 lines
3.6 KiB
Go
package gui
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import (
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"sync"
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"embed"
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"go.wit.com/gui/widget"
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)
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//
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// All GUI Data Structures and functions that are external
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// within the toolkit/ abstraction layer
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//
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// More than one Window does not exist in every GUI situtaion and
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// can never be. On many toolkits you have to have 'tabs', like
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// Native Windows and MacOS toolkits
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//
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// If that is the case, this code abstracts the concept of
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// windows and makes each window a 'tab' in a single window.
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//
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// Reminder from Goals: This is for simple GUI's.
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// For example, a "Mouse Control Panel" not the GIMP or blender.
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//
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var me guiConfig
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// Range(1, 10) includes the values 1 and 10
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// almost all toolkits use integers so there doesn't
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// seem to be a good idea to use 'type any' here as it
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// just makes things more complicated for no good reason
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type RangeMovedToWidget struct {
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Low int
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High int
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}
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// type List []string
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type guiConfig struct {
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// a toolkit requirement. never allow more than one per program
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initOnce sync.Once
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// This is the master node. The Binary Tree starts here
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rootNode *Node
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// A node off of rootNode for passing debugging flags
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flag *Node
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counter int // used to make unique WidgetId's
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// sets the chan for the plugins to call back too
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guiChan chan widget.Action
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// option to pass in compiled plugins as embedded files
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resFS embed.FS
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// used to beautify logging to Stdout
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// depth int
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// prefix string
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}
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/*
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The Node is a binary tree. This is how all GUI elements are stored
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simply the name and the size of whatever GUI element exists
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value : most widgets need 1 value. this is it.
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For a window -- the title. For a button -- the name
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hidden : this means the widget is not displayed yet. In that
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case, don't waste time trying to pass information to
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the toolkits. This makes things efficient and fast if
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the GUI does not have to display anything
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Custom() : if the user does something like click on a button,
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this function will be called. (this should probably
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be renamed Callback()
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progname : a short name to reference the widgets in the debugger
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n.NewButton("click here to send it").SetProgName("SENT")
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parent, children : the binary tree
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pad, margin, expand : re-think these names and clarify
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*/
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type Node struct {
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id int // should be unique
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hidden bool // don't update the toolkits when it's hidden
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changed bool // do we need to inform the toolkit something changed?
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enabled bool // if false, then the the user can't click on it
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WidgetType widget.WidgetType
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// most widgets need one value, this is current alue
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value any
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// this can programatically identify the widget
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// The name must be unique
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progname string // a name useful for debugging
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// for widgets that a user select from a list of strings
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strings []string
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// how to arrange widgets
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direction widget.Orientation
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// this function is run when there are mouse or keyboard events
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Custom func()
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parent *Node
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children []*Node
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// RETHINK EVERYTHING BELOW HERE
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pad bool // the toolkit may use this. it's up to the toolkit
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margin bool // the toolkit may use this. it's up to the toolkit
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expand bool // the toolkit may use this. it's up to the toolkit
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// used for Windows in toolkits measured in pixels
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width int
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height int
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// used for anything that needs a range (for example: a slider)
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X int
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Y int
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// the grid widget max width and height
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// the max height can be implemented in the toolkit plugin
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// to restrict the number of rows to display
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W int
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H int
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// where the next widget should be put in this grid
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NextW int
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NextH int
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// if this widget is in a grid, this is the position of a widget
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AtW int
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AtH int
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}
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