new-gui/structs.go

99 lines
2.2 KiB
Go

package gui
import (
"sync"
"embed"
"go.wit.com/gui/toolkits"
)
//
// All GUI Data Structures and functions that are external
// within the toolkit/ abstraction layer
//
// More than one Window does not exist in every GUI situtaion and
// can never be. On many toolkits you have to have 'tabs', like
// Native Windows and MacOS toolkits
//
// If that is the case, this code abstracts the concept of
// windows and makes each window a 'tabs' in a single window.
//
// Reminder from Goals: This is for simple GUI's.
// For example, a "Mouse Control Panel" not the GIMP or blender.
//
var me guiConfig
type guiConfig struct {
initOnce sync.Once
// This is the master node. The Binary Tree starts here
rootNode *Node
// if the user prefers new windows or 'windows within windows' tabs
makeTabs bool
// A node off of rootNode for passing debugging flags
flag *Node
counter int // used to make unique WidgetId's
// sets the chan for the plugins to call back too
guiChan chan toolkit.Action
// option to pass in compiled plugins as embedded files
resFS embed.FS
// used to beautify logging to Stdout
depth int
prefix string
}
// The Node is a binary tree. This is how all GUI elements are stored
// simply the name and the size of whatever GUI element exists
type Node struct {
id int
WidgetType toolkit.WidgetType
// for NewLabel("hello"), Text = 'hello'
Text string // what is visable to the user
// for NewLabel("hello"), if Name = 'HELLO'
// this can programatically identify the widget
// The name must be unique
Name string // a name useful for debugging
// used for Windows in toolkits measured in pixels
width int
height int
// used for anything that needs a range (for example: a slider)
X int
Y int
// the grid widget max width and height
// the max height can be implemented in the toolkit plugin
// to restrict the number of rows to display
W int
H int
// where the next widget should be put in this grid
NextW int
NextH int
// if this widget is in a grid, this is the position of a widget
AtW int
AtH int
// the current widget value.
I int
S string
B bool
// this function is run when there are mouse or keyboard events
Custom func()
parent *Node
children []*Node
}