266 lines
6.7 KiB
Go
266 lines
6.7 KiB
Go
package gui
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import (
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// "embed"
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"git.wit.org/wit/gui/toolkit"
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)
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// Windows doesn't support plugins. How can I keep andlabs and only compile it on windows?
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// https://forum.heroiclabs.com/t/setting-up-goland-to-compile-plugins-on-windows/594/5
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// import toolkit "git.wit.org/wit/gui/toolkit/andlabs"
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const Xaxis = 0 // stack things horizontally
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const Yaxis = 1 // stack things vertically
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/*
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// TODO: 2023/03/03 rethink how to get a plugin or figure out how
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// golang packages can include a binary. Pull from /usr/go/go-gui/ ?
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// may this plugin work when all other plugins fail
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// if this is in the plugin, the packages can't work with go.mod builds
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# don't do this in the plugin // go:embed /usr/lib/go-gui/toolkit/gocui.so
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# don't do this in the plugin var res embed.FS
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*/
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func init() {
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log("init() has been run")
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Config.counter = 0
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Config.prefix = "wit"
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Config.Width = 640
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Config.Height = 480
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// Populates the top of the binary tree
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Config.rootNode = addNode("guiBinaryTree")
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Config.rootNode.WidgetType = toolkit.Root
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// used to pass debugging flags to the toolkit plugins
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Config.flag = Config.rootNode.New("flag", 0, nil)
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Config.flag.WidgetType = toolkit.Flag
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}
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func doGuiChan() {
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for {
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select {
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case <-Config.ActionCh1:
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log(true, "CHANNEL ACTION 1 !!!!!")
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return
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case <-Config.ActionCh2:
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log(true, "CHANNEL ACTION 2 !!!!!")
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return
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default:
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log(true, "doGuiChan() nothing")
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}
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log(true, "doGuiChan() for()")
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}
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}
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func InitPlugins(names []string) {
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log(debugGui, "Starting gui.Init()")
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for _, aplug := range allPlugins {
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log(debugGui, "LoadToolkit() already loaded toolkit plugin =", aplug.name)
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for _, name := range names {
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if (name == aplug.name) {
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return
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}
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}
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}
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// try to load each plugin in the order passed to this function
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for _, name := range names {
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if (LoadToolkit(name)) {
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// aplug.InitOk = true
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// aplug.Init()
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return
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}
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}
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// the program didn't specify a plugin. Try to load one
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// TODO: detect the OS & user preferences to load the best one
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// TODO: commented out Init() on 02/26/2023 because I'm not sure how to run it correctly
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if (LoadToolkit("andlabs")) {
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// aplug.InitOk = true
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// aplug.Init()
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return
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}
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if (LoadToolkit("gocui")) {
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// aplug.InitOk = true
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// aplug.Init()
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return
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}
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// Should die here? TODO: need a Node to call StandardExit
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// StandardExit("golang wit/gui could not load a plugin TODO: do something to STDOUT (?)")
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}
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func Start() *Node {
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log(logInfo, "Start() Main(f)")
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f := func() {
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}
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go Main(f)
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sleep(1)
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return Config.rootNode
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}
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func watchCallback() {
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log(logNow, "makeCallback() START")
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for {
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log(logNow, "makeCallback() for loop")
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select {
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case a := <-Config.guiChan:
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log(logNow, "makeCallback() SELECT widget id =", a.WidgetId, a.Name)
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n := Config.rootNode.FindId(a.WidgetId)
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if (n == nil) {
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log(logError, "makeCallback() SELECT widget id =", a.WidgetId, a.Name)
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} else {
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go n.doUserEvent(a)
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}
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// this maybe a good idea?
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// TODO: Throttle user events somehow
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sleep(.1)
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}
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}
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}
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func (n *Node) doCustom() {
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log(logNow, "doUserEvent() widget =", n.id, n.Name, n.WidgetType, n.B)
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if (n.Custom == nil) {
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log(debugError, "Custom() = nil. SKIPPING")
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return
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}
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n.Custom()
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}
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func (n *Node) doUserEvent(a toolkit.Action) {
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log(logNow, "doUserEvent() node =", n.id, n.Name)
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switch n.WidgetType {
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case toolkit.Checkbox:
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n.B = a.B
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log(logNow, "doUserEvent() node =", n.id, n.Name, "set to:", n.B)
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n.doCustom()
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case toolkit.Button:
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log(logNow, "doUserEvent() node =", n.id, n.Name, "button clicked")
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n.doCustom()
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case toolkit.Combobox:
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n.S = a.S
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log(logNow, "doUserEvent() node =", n.id, n.Name, "set to:", n.S)
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n.doCustom()
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case toolkit.Dropdown:
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n.S = a.S
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log(logNow, "doUserEvent() node =", n.id, n.Name, "set to:", n.S)
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n.doCustom()
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case toolkit.Textbox:
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n.S = a.S
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log(logNow, "doUserEvent() node =", n.id, n.Name, "set to:", n.S)
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n.doCustom()
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case toolkit.Spinner:
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n.I = a.I
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log(logNow, "doUserEvent() node =", n.id, n.Name, "set to:", n.I)
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n.doCustom()
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case toolkit.Slider:
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n.I = a.I
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log(logNow, "doUserEvent() node =", n.id, n.Name, "set to:", n.I)
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n.doCustom()
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case toolkit.Window:
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log(logNow, "doUserEvent() node =", n.id, n.Name, "window closed")
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n.doCustom()
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default:
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log(logNow, "doUserEvent() type =", n.WidgetType)
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}
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}
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func (n *Node) LoadPlugin(name string) bool {
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StartS(name)
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Redraw(name)
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return true
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}
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func StartS(name string) *Node {
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log(logInfo, "Start() Main(f) for name =", name)
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if (LoadToolkit(name) == false) {
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return Config.rootNode
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}
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// will this really work on mswindows & macos?
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f := func() {
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}
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go Main(f)
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sleep(1) // temp hack until chan communication is setup
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return Config.rootNode
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}
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// This should not pass a function
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func Main(f func()) {
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log(debugGui, "Starting gui.Main() (using gtk via andlabs/ui)")
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InitPlugins([]string{"andlabs", "gocui"})
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if (Config.guiChan == nil) {
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Config.guiChan = make(chan toolkit.Action)
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go watchCallback()
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}
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for _, aplug := range allPlugins {
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log(debugGui, "gui.Node.NewButton() toolkit plugin =", aplug.name)
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if (aplug.MainOk) {
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log(debugGui, "gui.Node.Main() Already Ran Main()", aplug.name)
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continue
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}
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if (aplug.Main == nil) {
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log(debugGui, "gui.Node.Main() Main == nil", aplug.name)
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continue
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}
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aplug.MainOk = true
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if (aplug.Callback != nil) {
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aplug.Callback(Config.guiChan)
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}
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aplug.Main(f)
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}
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}
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/*
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This is deprecated and will be implemented more correctly with waitgroups
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// This should never be exposed(?)
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// Other goroutines must use this to access the GUI
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//
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// You can not acess / process the GUI thread directly from
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// other goroutines. This is due to the nature of how
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// Linux, MacOS and Windows work (they all work differently. suprise. surprise.)
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// For example: gui.Queue(NewWindow())
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func Queue(f func()) {
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log(debugGui, "Sending function to gui.Main() (using gtk via andlabs/ui)")
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// toolkit.Queue(f)
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for _, aplug := range allPlugins {
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log(debugGui, "gui.Node.NewButton() toolkit plugin =", aplug.name)
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if (aplug.Queue == nil) {
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continue
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}
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aplug.Queue(f)
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}
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}
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*/
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// The window is destroyed but the application does not quit
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func (n *Node) StandardClose() {
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log(debugGui, "wit/gui Standard Window Close. name =", n.Name)
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log(debugGui, "wit/gui Standard Window Close. n.Custom exit =", n.Custom)
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}
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// The window is destroyed and the application exits
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// TODO: properly exit the plugin since Quit() doesn't do it
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func StandardExit() {
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log("wit/gui Standard Window Exit. running os.Exit()")
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log("gui.Node.StandardExit() attempt to exit each toolkit plugin")
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for i, aplug := range allPlugins {
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log("gui.Node.NewButton()", i, aplug)
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if (aplug.Quit != nil) {
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aplug.Quit()
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}
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}
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exit(0)
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}
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