267 lines
6.2 KiB
Go
267 lines
6.2 KiB
Go
package gui
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import (
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"image/color"
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// "log"
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"github.com/andlabs/ui"
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"golang.org/x/image/font"
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_ "github.com/andlabs/ui/winmanifest"
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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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// If you need cross platform support, these might only
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// be the safe way to interact with the GUI
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//
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var Data GuiData
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var Config GuiConfig
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type GuiConfig struct {
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Title string
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Width int
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Height int
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Exit func(*Node)
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Debug bool
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DebugNode bool
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DebugTabs bool
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DebugTable bool
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DebugWindow bool
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depth int
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counter int // used to make unique ID's
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prefix string
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}
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type GuiData struct {
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// a fallback default function to handle mouse events
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// if nothing else is defined to handle them
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MouseClick func(*GuiButton)
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// A map of all the entry boxes
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AllEntries []*GuiEntry
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// WindowMap map[string]*GuiWindow
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// Store access to everything via binary tree's
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NodeMap map[string]*Node
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NodeArray []*Node
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NodeSlice []*Node
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// A map of all buttons everywhere on all
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// windows, all tabs, across all goroutines
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// This is "GLOBAL"
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//
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// This has to work this way because of how
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// andlabs/ui & andlabs/libui work
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AllButtons []*GuiButton
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buttonMap map[*ui.Button]*GuiButton
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}
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type GuiTab struct {
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Name string // field for human readable name
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Number int // the andlabs/ui tab index
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// Window *GuiWindow // the parent Window
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}
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//
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// stores information on the 'window'
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//
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// This merges the concept of andlabs/ui *Window and *Tab
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//
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// More than one Window is not supported in a cross platform
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// sense & may never be. On Windows and MacOS, you have to have
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// 'tabs'. Even under Linux, more than one Window is currently
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// unstable
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//
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// This code will make a 'GuiWindow' regardless of if it is
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// a stand alone window (which is more or less working on Linux)
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// or a 'tab' inside a window (which is all that works on MacOS
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// and MSWindows.
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//
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// This struct keeps track of what is in the window so you
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// can destroy and replace it with something else
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//
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/*
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type GuiWindow struct {
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Name string // field for human readable name
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Width int
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Height int
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Axis int // does it add items to the X or Y axis
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TabNumber *int // the andlabs/ui tab index
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// the components of the window
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EntryMap map[string]*GuiEntry
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Area *GuiArea
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node *Node
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// andlabs/ui abstraction mapping
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UiWindow *ui.Window
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UiTab *ui.Tab // if this != nil, the window is 'tabbed'
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}
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*/
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/*
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func (w *GuiWindow) Dump() {
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log.Println("gui.GuiWindow.Dump() Name = ", w.Name)
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log.Println("gui.GuiWindow.Dump() node = ", w.node)
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log.Println("gui.GuiWindow.Dump() Width = ", w.Width)
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log.Println("gui.GuiWindow.Dump() Height = ", w.Height)
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}
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func (w *GuiWindow) SetNode(n *Node) {
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if (w.node != nil) {
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w.Dump()
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panic("gui.SetNode() Error not nil")
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}
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w.node = n
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if (w.node == nil) {
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w.Dump()
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panic("gui.SetNode() node == nil")
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}
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}
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*/
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// Note: every mouse click is handled
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// as a 'Button' regardless of where
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// the user clicks it. You could probably
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// call this 'GuiMouseClick'
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type GuiButton struct {
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Name string // field for human readable name
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// a callback function for the main application
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Custom func(*GuiButton)
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Values interface{}
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Color color.RGBA
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// andlabs/ui abstraction mapping
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B *ui.Button
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FB *ui.FontButton
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CB *ui.ColorButton
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}
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// text entry fields
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type GuiEntry struct {
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Name string // field for human readable name
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Edit bool
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Last string // the last value
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Normalize func(string) string // function to 'normalize' the data
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B *GuiButton
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// andlabs/ui abstraction mapping
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UiEntry *ui.Entry
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}
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//
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// AREA STRUCTURES START
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// AREA STRUCTURES START
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// AREA STRUCTURES START
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//
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type GuiArea struct {
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Button *GuiButton // what button handles mouse events
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UiAttrstr *ui.AttributedString
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UiArea *ui.Area
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}
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type FontString struct {
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S string
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Size int
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F font.Face
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W font.Weight
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}
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//
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// AREA STRUCTURES END
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// AREA STRUCTURES END
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// AREA STRUCTURES END
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//
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//
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// TABLE DATA STRUCTURES START
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// TABLE DATA STRUCTURES START
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// TABLE DATA STRUCTURES START
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//
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//
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// This is the structure that andlabs/ui uses to pass information
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// to the GUI. This is the "authoritative" data.
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//
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type TableData struct {
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RowCount int // This is the number of 'rows' which really means data elements not what the human sees
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RowWidth int // This is how wide each row is
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Rows []RowData // This is all the table data by row
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generatedColumnTypes []ui.TableValue // generate this dynamically
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Cells [20]CellData
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Human [20]HumanMap
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n *Node
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lastRow int
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lastColumn int
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}
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//
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// This maps the andlabs/ui & libui components into a "human"
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// readable cell reference list. The reason is that there
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// are potentially 3 values for each cell. The Text, the Color
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// and an image. These are not always needed so the number
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// of fields varies between 1 and 3. Internally, the toolkit
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// GUI abstraction needs to list all of them, but it's then
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// hard to figure out which column goes with the columns that
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// you see when you visually are looking at it like a spreadsheet
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//
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// This makes a map so that we can say "give me the value at
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// row 4 and column 2" and find the fields that are needed
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//
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// TODO: re-add images and the progress bar (works in andlabs/ui)
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//
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type HumanCellData struct {
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Name string // what kind of row is this?
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Text string
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TextID int
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Color color.RGBA
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ColorID int
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Button *GuiButton
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}
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type HumanMap struct {
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Name string // what kind of row is this?
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TextID int
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ColorID int
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}
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type TableColumnData struct {
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Index int
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CellType string
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Heading string
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Color string
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}
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type CellData struct {
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Index int
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HumanID int
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Name string // what type of cell is this?
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}
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// hmm. will this stand the test of time?
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type RowData struct {
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Name string // what kind of row is this?
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Status string // status of the row?
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/*
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// TODO: These may or may not be implementable
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// depending on if it's possible to detect the bgcolor or what row is selected
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click func() // what function to call if the user clicks on it
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doubleclick func() // what function to call if the user double clicks on it
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*/
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HumanData [20]HumanCellData
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}
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//
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// TABLE DATA STRUCTURES END
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//
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