Compare commits

..

No commits in common. "guimaster" and "v0.20.2" have entirely different histories.

17 changed files with 119 additions and 248 deletions

2
.gitignore vendored
View File

@ -1,5 +1,3 @@
*.swp
*.so
go.mod
go.sum
andlabs

View File

@ -1 +0,0 @@
// plugin

View File

@ -1,19 +1,10 @@
VERSION = $(shell git describe --tags)
BUILDTIME = $(shell date +%Y.%m.%d)
all: plugin
all: clean goimports vet andlabs.so
plugin:
GO111MODULE="off" go build -v -x -buildmode=plugin -o ../andlabs.so
andlabs.so:
GO111MODULE=off go build -v -x -buildmode=plugin -o andlabs.so \
-ldflags "-X main.VERSION=${VERSION} -X main.BUILDTIME=${BUILDTIME} -X gui.GUIVERSION=${VERSION}"
install: clean
go build -v -buildmode=plugin -o ~/go/lib/andlabs-${VERSION}.so \
-ldflags "-X main.VERSION=${VERSION} -X main.BUILDTIME=${BUILDTIME} -X gui.GUIVERSION=${VERSION}"
cd ~/go/lib && ln -f -s andlabs-${VERSION}.so andlabs.so
clean:
rm -f andlabs andlabs.*so
pluginreal:
go build -v -x -buildmode=plugin -o ~/go/lib/andlabs.so
goget:
GO111MODULE="off" go get -v -t -u
@ -21,11 +12,6 @@ goget:
goimports:
goimports -w *.go
vet:
@GO111MODULE=off go vet
@echo this go plugin builds okay
redomod:
rm -f go.*
goimports -w *.go

View File

@ -1,3 +0,0 @@
// TODO: make a fake 'plugin' channel of communication to andlabs for mswindows
// Windows doesn't support plugins. How can I keep andlabs and only compile it on windows?
// https://forum.heroiclabs.com/t/setting-up-goland-to-compile-plugins-on-windows/594/5

View File

@ -1,6 +1,7 @@
package main
import (
"go.wit.com/dev/andlabs/ui"
"go.wit.com/log"
"go.wit.com/toolkits/tree"
"go.wit.com/widget"
@ -80,6 +81,7 @@ func ready(n *tree.Node) bool {
func hide(n *tree.Node) {
show(n, false)
n.State.Hidden = true
}
func show(n *tree.Node, b bool) {
@ -103,7 +105,7 @@ func show(n *tree.Node, b bool) {
}
}
func realEnable(n *tree.Node, b bool) {
func enable(n *tree.Node, b bool) {
if !ready(n) {
return
}
@ -148,15 +150,6 @@ func pad(n *tree.Node, b bool) {
}
}
func showWidget(n *tree.Node) {
log.Info("not implemented in andlabs yet")
// widgetDelete(n)
}
func hideWidget(n *tree.Node) {
widgetDelete(n)
}
func widgetDelete(n *tree.Node) {
log.Log(ANDLABS, "widgetDelete()", n.WidgetId, n.WidgetType)
var tk *guiWidget
@ -169,7 +162,7 @@ func widgetDelete(n *tree.Node) {
tk.uiWindow.Destroy()
tk.uiWindow = nil
}
// n.DeleteNode()
n.DeleteNode()
} else {
log.Log(ANDLABS, "DESTROY can't destroy TODO:", n.WidgetId, n.WidgetType)
}
@ -189,7 +182,7 @@ func SetText(n *tree.Node, s string) {
return
}
if n.TK == nil {
log.Log(WARN, "SetText() Tree sent an action on a widget we didn't seem to have.", n.WidgetId)
log.Log(WARN, "Tree sent an action on a widget we didn't seem to have.")
return
}
setText(n, s)
@ -202,7 +195,7 @@ func AddText(n *tree.Node, s string) {
return
}
if n.TK == nil {
log.Log(WARN, "AddText() Tree sent an action on a widget we didn't seem to have.", n.WidgetId)
log.Log(WARN, "Tree sent an action on a widget we didn't seem to have.")
return
}
log.Log(ANDLABS, "AddText()", n.WidgetType, n.String())
@ -210,3 +203,41 @@ func AddText(n *tree.Node, s string) {
// w.AddText(s)
addText(n, s)
}
func newAction(n *tree.Node, atype widget.ActionType) {
log.Log(INFO, "newaction() START", atype)
if n == nil {
log.Log(WARN, "Tree Error: Add() sent n == nil")
return
}
if n.TK == nil {
log.Log(WARN, "Tree sent an action on a widget we didn't seem to have.")
// do this init here again? Probably something
// went wrong and we should reset the our while gocui.View tree
n.TK = initWidget(n)
}
// w := n.TK.(*guiWidget)
switch atype {
case widget.Show:
log.Log(ANDLABS, "Show() HERE. a.Hidden() was =", n.Hidden())
show(n, true)
case widget.Hide:
log.Log(ANDLABS, "Hide() HERE. a.State.Hidden was =", n.Hidden())
hide(n)
case widget.Move:
log.Log(ANDLABS, "attempt to move() =", atype, n.WidgetType, n.ProgName())
case widget.ToolkitClose:
log.Log(NOW, "attempting to Quit andlabs.ui")
// standardClose()
ui.Quit()
case widget.Enable:
enable(n, true)
case widget.Disable:
enable(n, false)
case widget.Delete:
widgetDelete(n)
default:
log.Log(ERROR, "newaction() UNHANDLED Action Type =", atype, "WidgetType =", n.WidgetType, "Name =", n.ProgName())
}
log.Log(INFO, "newaction() END", atype, n.String())
}

15
add.go
View File

@ -55,18 +55,11 @@ func newAdd(n *tree.Node) {
me.treeRoot = n
return
}
if me.treeRoot == nil {
panic("test")
}
add(n)
if n.TK == nil {
if n.WidgetId == 1 || n.WidgetId == 2 {
// this is normal at plugin init() time
} else {
// this probably shouldn't be happening
log.Log(WARN, "newAdd() Tree sent an action on a widget we didn't seem to have.", n.WidgetId, n.WidgetType, n.ProgName())
}
// Probably something went wrong and we should reset / redraw everything?
log.Log(WARN, "Tree sent an action on a widget we didn't seem to have.")
// do this init here again? Probably something
// went wrong and we should reset the our while gocui.View tree
n.TK = initWidget(n)
}
// show(n, !a.State.Hidden)
@ -76,7 +69,7 @@ func newAdd(n *tree.Node) {
if n.State.Enable {
// nothing to do
} else {
realEnable(n, false)
enable(n, false)
}
}
}

View File

@ -6,7 +6,7 @@ import (
"go.wit.com/widget"
)
func realAddText(n *tree.Node, s string) {
func addText(n *tree.Node, s string) {
var tk *guiWidget
tk = n.TK.(*guiWidget)
log.Log(ANDLABS, "addText() START with s =", s)

View File

@ -34,7 +34,7 @@ func (t *guiWidget) checked() bool {
return t.uiCheckbox.Checked()
}
func realSetChecked(n *tree.Node, b bool) {
func setChecked(n *tree.Node, b bool) {
if n.WidgetType != widget.Checkbox {
}
var tk *guiWidget

View File

@ -23,7 +23,7 @@ func init() {
NOW = log.NewFlag("NOW", true, full, short, "temp debugging stuff")
INFO = log.NewFlag("INFO", false, full, short, "normal debugging stuff")
WARN = log.NewFlag("WARN", true, full, short, "bad things")
WARN = log.NewFlag("WARN", false, full, short, "bad things")
full = "go.wit.com/gui"
short = "andlabs"

View File

@ -1,36 +1,27 @@
// plugin
package main
import (
"runtime/debug"
"sync"
"time"
"go.wit.com/log"
"go.wit.com/toolkits/tree"
"go.wit.com/widget"
"go.wit.com/dev/andlabs/ui"
// the _ means we only need this for the init()
_ "go.wit.com/dev/andlabs/ui/winmanifest"
)
// sent via -ldflags
var VERSION string
var BUILDTIME string
var PLUGIN string = "andlabs"
var uiMainUndef bool = true
var uiMain sync.Once
var muAction sync.Mutex
/*
func newaction(n *tree.Node, atype widget.ActionType) {
func queueAction(n *tree.Node, atype widget.ActionType) {
ui.QueueMain(func() {
newAction(n, atype)
})
}
*/
func queueAdd(n *tree.Node) {
ui.QueueMain(func() {
@ -38,49 +29,37 @@ func queueAdd(n *tree.Node) {
})
}
func enableWidget(n *tree.Node) {
ui.QueueMain(func() {
realEnable(n, true)
})
}
func disableWidget(n *tree.Node) {
ui.QueueMain(func() {
realEnable(n, false)
})
}
func setTitle(n *tree.Node, s string) {
func queueSetTitle(n *tree.Node, s string) {
ui.QueueMain(func() {
SetText(n, s)
})
}
func setLabel(n *tree.Node, s string) {
func queueSetLabel(n *tree.Node, s string) {
ui.QueueMain(func() {
realSetText(n, s)
SetText(n, s)
})
}
func setText(n *tree.Node, s string) {
func queueSetText(n *tree.Node, s string) {
ui.QueueMain(func() {
realSetText(n, s)
SetText(n, s)
})
}
func addText(n *tree.Node, s string) {
func queueAddText(n *tree.Node, s string) {
ui.QueueMain(func() {
realAddText(n, s)
AddText(n, s)
})
}
func setChecked(n *tree.Node, b bool) {
func queueSetChecked(n *tree.Node, b bool) {
ui.QueueMain(func() {
realSetChecked(n, b)
setChecked(n, b)
})
}
func toolkitClose() {
func queueToolkitClose() {
ui.QueueMain(func() {
ui.Quit()
})
@ -114,37 +93,20 @@ func queueMain(currentA widget.Action) {
func guiMain() {
defer func() {
if r := recover(); r != nil {
log.Log(WARN, "YAHOO andlabs GUI recovered in guiMain()")
log.Log(WARN, "YAHOOOO Recovered in guiMain application:", r)
log.Log(WARN, "Recovered from panic:", r)
log.Log(WARN, "Stack trace:")
debug.PrintStack()
log.Log(WARN, "Recovered from panic:", r)
log.Log(WARN, "andlabs GUI recovered in guiMain()")
log.Log(WARN, "YAHOO andlabs GUI recovered in guiMain()")
me.myTree.SendToolkitPanic()
return
}
}()
// TODO: THIS IS THE PROBLEM
ui.Main(func() {
// this is a bad hack for now.
// a better way would be to spawn ui.Main on the first actual window
// that is supposed to be displayed
if r := recover(); r != nil {
log.Log(WARN, "YAHOO andlabs GUI recovered in guiMain()")
log.Log(WARN, "Stack trace:")
debug.PrintStack()
log.Log(WARN, "Recovered from panic:", r)
log.Log(WARN, "andlabs GUI recovered in guiMain()")
log.Log(WARN, "YAHOO andlabs GUI recovered in guiMain()")
me.myTree.SendToolkitPanic()
return
}
time.Sleep(time.Second)
placeholderUI()
me.myTree.InitOK()
// if nothing is working, run this instead to make
// sure you have something
// demoUI()
@ -156,30 +118,25 @@ func Init() {
}
// This is important. This sets the defaults for the gui. Without this, there isn't correct padding, etc
func initPlugin() {
func init() {
log.Log(INFO, "Init() START")
log.Log(INFO, "Init()")
// Can you pass values to a plugin init() ? Otherwise, there is no way to safely print
// log.Log(INFO, "init() Setting defaultBehavior = true")
// setDefaultBehavior(true)
me.myTree = initTree()
me.myTree = tree.New()
me.myTree.PluginName = "andlabs"
// me.myTree.ActionFromChannel = queueMain
// me.ok = true // this tells init() it's okay to work with gocui
/*
me.myTree = tree.New()
me.myTree.PluginName = "andlabs"
// me.myTree.ActionFromChannel = queueMain
me.myTree.NodeAction = queueAction
me.myTree.Add = queueAdd
me.myTree.SetTitle = queueSetTitle
me.myTree.SetLabel = queueSetLabel
me.myTree.SetText = queueSetText
me.myTree.AddText = queueAddText
me.myTree.SetChecked = queueSetChecked
me.myTree.ToolkitClose = queueToolkitClose
*/
me.myTree.NodeAction = queueAction
me.myTree.Add = queueAdd
me.myTree.SetTitle = queueSetTitle
me.myTree.SetLabel = queueSetLabel
me.myTree.SetText = queueSetText
me.myTree.AddText = queueAddText
me.myTree.SetChecked = queueSetChecked
me.myTree.ToolkitClose = queueToolkitClose
// TODO: this is messed up. run ui.Main() from the first add? Initialize it with an empty thing first?
// fake out the OS toolkit by making a fake window. This is probably needed for macos & windows

View File

@ -2,9 +2,6 @@ package main
import (
// "os"
"os"
"go.wit.com/dev/andlabs/ui"
_ "go.wit.com/dev/andlabs/ui/winmanifest"
@ -41,16 +38,6 @@ import (
func place(p *tree.Node, n *tree.Node) bool {
log.Log(INFO, "place() 1 START", n.WidgetType, n.GetProgName(), n.GetLabel())
if p == nil {
log.Log(WARN, "place() parent == nil")
os.Exit(-1)
return false
}
if n == nil {
log.Log(WARN, "place() node == nil")
os.Exit(-1)
return false
}
if !ready(n) {
if n.WidgetType == widget.Window {
// TODO: figure out window in window placement
@ -70,15 +57,13 @@ func place(p *tree.Node, n *tree.Node) bool {
log.Sleep(1)
panic("ptk == nil")
}
// p.DumpWidget("parent: ")
// n.DumpWidget("child: ")
// log.Log(WARN, "place() switch", p.WidgetType, n.WidgetId, n.GetProgName())
log.Log(INFO, "place() switch", p.WidgetType, n.WidgetId, n.GetProgName())
switch p.WidgetType {
case widget.Grid:
tk.gridX = n.State.GridOffset.X - 1
tk.gridY = n.State.GridOffset.Y - 1
// log.Log(WARN, "place() on Grid at gridX,gridY", tk.gridX, tk.gridY)
log.Log(INFO, "place() on Grid at gridX,gridY", tk.gridX, tk.gridY)
ptk.uiGrid.Append(tk.uiControl,
tk.gridX, tk.gridY, 1, 1,
false, ui.AlignFill, false, ui.AlignFill)
@ -121,10 +106,6 @@ func place(p *tree.Node, n *tree.Node) bool {
return true
case widget.Window:
log.Log(INFO, "Adding Something to Window", n.WidgetId, n.GetProgName())
if n.WidgetType == widget.Window {
log.Log(INFO, "TODO: make window in a window a tab", n.WidgetId, n.GetProgName())
return true
}
ptk.uiWindow.SetChild(tk.uiControl)
return true
default:

View File

@ -6,7 +6,7 @@ import (
"go.wit.com/widget"
)
func realSetText(n *tree.Node, name string) {
func setText(n *tree.Node, name string) {
// name := widget.GetString(a.Value)
var tk *guiWidget
tk = n.TK.(*guiWidget)

View File

@ -1,16 +1,12 @@
package main
import (
"sync"
"go.wit.com/toolkits/tree"
"go.wit.com/dev/andlabs/ui"
_ "go.wit.com/dev/andlabs/ui/winmanifest"
)
var initOnce sync.Once // run initPlugin() only once
// It's probably a terrible idea to call this 'me'
var me config

View File

@ -1,13 +0,0 @@
// Copyright 2017-2025 WIT.COM Inc. All rights reserved.
// Use of this source code is governed by the GPL 3.0
package main
import (
"go.wit.com/lib/protobuf/guipb"
"go.wit.com/log"
)
func showTable(t *guipb.Table) {
log.Info("should show table here")
}

31
tree.go Normal file
View File

@ -0,0 +1,31 @@
package main
/*
This code should be common to all gui plugins
There are some helper functions that are probably going to be
the same everywhere. Mostly due to handling the binary tree structure
and the channel communication
For now, it's just a symlink to the 'master' version in
./toolkit/nocui/common.go
*/
import (
"go.wit.com/widget"
)
// Other goroutines must use this to access the GUI
//
// You can not acess / process the GUI thread directly from
// other goroutines. This is due to the nature of how
// Linux, MacOS and Windows work (they all work differently. suprise. surprise.)
//
// this sets the channel to send user events back from the plugin
func Callback(guiCallback chan widget.Action) {
me.myTree.Callback(guiCallback)
}
func PluginChannel() chan widget.Action {
return me.myTree.PluginChannel()
}

View File

@ -1,79 +0,0 @@
// Copyright 2017-2025 WIT.COM Inc. All rights reserved.
// Use of this source code is governed by the GPL 3.0
/*
DO NOT EDIT THIS FILE
this file is the same for every GUI toolkit plugin
when you are making a new GUI toolkit plugin for
a specific toolkit, you just need to define these
functions.
for example, in the "gocui" toolkit, the functions
below are what triggers the "gocui" GO package
to draw labels, buttons, windows, etc
If you are starting out trying to make a new GUI toolkit,
all you have to do is copy this file over. Then
work on making these functions. addWidget(), setText(), etc.
That's it!
*/
package main
/*
This is reference code for toolkit developers
This is how information is passed in GO back to the application
via the GO 'plugin' concept
TODO: switch this to protocol buffers
*/
import (
"go.wit.com/toolkits/tree"
"go.wit.com/widget"
)
// Other goroutines must use this to access the GUI
//
// You can not acess / process the GUI thread directly from
// other goroutines. This is due to the nature of how
// Linux, MacOS and Windows work (they all work differently. suprise. surprise.)
//
// this sets the channel to send user events back from the plugin
func Callback(guiCallback chan widget.Action) {
me.myTree.Callback(guiCallback)
}
func PluginChannel() chan widget.Action {
initOnce.Do(initPlugin)
return me.myTree.PluginChannel()
}
func FrozenChannel() chan widget.Action {
return me.myTree.FrozenChannel()
}
func initTree() *tree.TreeInfo {
t := tree.New()
t.PluginName = PLUGIN
t.Add = newAdd
t.SetTitle = setTitle
t.SetLabel = setLabel
t.SetText = setText
t.AddText = addText
t.Enable = enableWidget
t.Disable = disableWidget
t.Show = showWidget
t.Hide = hideWidget
t.SetChecked = setChecked
t.ToolkitClose = toolkitClose
t.ShowTable = showTable
return t
}

View File

@ -3,8 +3,6 @@ package main
import (
"go.wit.com/dev/andlabs/ui"
_ "go.wit.com/dev/andlabs/ui/winmanifest"
"go.wit.com/log"
"go.wit.com/widget"
"go.wit.com/toolkits/tree"
)
@ -26,20 +24,16 @@ func newWindow(p, n *tree.Node) {
win.SetBorderless(n.State.Borderless)
win.SetMargined(n.State.Pad)
win.OnClosing(func(*ui.Window) bool {
newt.uiWindow = nil // delete the local reference to the window
// show(n, false)
me.myTree.SendWindowCloseEvent(n)
// n.DeleteNode()
n.DeleteNode()
return true
})
newt.uiWindow = win
newt.uiControl = win
n.TK = newt
if p.WidgetType == widget.Window {
log.Log(WARN, "newWindow() TODO: make this window a tab")
} else {
place(p, n)
}
place(p, n)
win.Show()
return
}