164 lines
4.5 KiB
Go
164 lines
4.5 KiB
Go
package gui
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import (
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"os"
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"go.wit.com/log"
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"go.wit.com/gui/toolkits"
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)
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// TODO: make a fake 'plugin' channel of communication to andlabs for mswindows
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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 "go.wit.com/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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func init() {
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log.Log(true, "init() has been run")
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me.counter = 0
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me.prefix = "wit"
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// Populates the top of the binary tree
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me.rootNode = addNode("guiBinaryTree")
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me.rootNode.WidgetType = toolkit.Root
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// used to pass debugging flags to the toolkit plugins
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me.flag = me.rootNode.newNode("flag", 0)
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me.flag.WidgetType = toolkit.Flag
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me.flag = me.rootNode.newNode("stdout", 0)
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me.flag.WidgetType = toolkit.Stdout
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me.guiChan = make(chan toolkit.Action, 1)
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go watchCallback()
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}
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func watchCallback() {
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log.Info("watchCallback() START")
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for {
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log.Info("watchCallback() restarted select for toolkit user events")
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select {
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case a := <-me.guiChan:
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if (a.ActionType == toolkit.UserQuit) {
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log.Info("doUserEvent() User sent Quit()")
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me.rootNode.doCustom()
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log.Exit("wit/gui toolkit.UserQuit")
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break
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}
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if (a.ActionType == toolkit.EnableDebug) {
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log.Warn("doUserEvent() Enable Debugging Window")
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log.Warn("doUserEvent() TODO: not implemented")
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// DebugWindow()
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break
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}
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n := me.rootNode.FindId(a.WidgetId)
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if (n == nil) {
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log.Warn("watchCallback() UNKNOWN widget id =", a.WidgetId, a.Name)
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} else {
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log.Info("watchCallback() FOUND widget id =", n.id, n.Name)
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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(.01) // hack that throttles user events
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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.Info("doUserEvent() widget =", n.id, n.Name, n.WidgetType, n.B)
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if (n.Custom == nil) {
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log.Warn("Custom() = nil. SKIPPING")
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return
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}
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go n.Custom()
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}
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func (n *Node) doUserEvent(a toolkit.Action) {
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log.Info("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.Info("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.Info("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.Info("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.Info("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.Info("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.Info("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.Info("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.Info("doUserEvent() node =", n.id, n.Name, "window closed")
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n.doCustom()
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default:
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log.Info("doUserEvent() type =", n.WidgetType)
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}
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}
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// There should only be one of these per application
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// This is due to restrictions by being cross platform
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// some toolkit's on some operating systems don't support more than one
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// Keep things simple. Do the default expected thing whenever possible
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func New() *Node {
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return me.rootNode
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}
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// try to load andlabs, if that doesn't work, fall back to the console
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func (n *Node) Default() *Node {
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if (argGui.GuiPlugin != "") {
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log.Warn("New.Default() try toolkit =", argGui.GuiPlugin)
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return n.LoadToolkit(argGui.GuiPlugin)
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}
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// if DISPLAY isn't set, return since gtk can't load
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// TODO: figure out how to check what to do in macos and mswindows
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if (os.Getenv("DISPLAY") == "") {
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if (n.LoadToolkit("gocui") == nil) {
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log.Warn("New() failed to load gocui")
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}
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return n
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}
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if (n.LoadToolkit("andlabs") != nil) {
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return n
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}
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n.LoadToolkit("gocui")
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return n
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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.Log(GUI, "wit/gui Standard Window Close. name =", n.Name)
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log.Log(GUI, "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.Log(true, "wit/gui Standard Window Exit. running os.Exit()")
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log.Log(true, "StandardExit() attempt to exit each toolkit plugin")
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for i, plug := range allPlugins {
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log.Log(true, "NewButton()", i, plug)
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}
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log.Exit(0)
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}
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