149 lines
3.3 KiB
Go
149 lines
3.3 KiB
Go
package main
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import (
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"runtime/debug"
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"sync"
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"go.wit.com/log"
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"go.wit.com/toolkits/tree"
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"go.wit.com/widget"
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"go.wit.com/dev/andlabs/ui"
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// the _ means we only need this for the init()
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_ "go.wit.com/dev/andlabs/ui/winmanifest"
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)
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var uiMainUndef bool = true
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var uiMain sync.Once
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var muAction sync.Mutex
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func queueAction(n *tree.Node, atype widget.ActionType) {
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ui.QueueMain(func() {
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newAction(n, atype)
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})
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}
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func queueAdd(n *tree.Node) {
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ui.QueueMain(func() {
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newAdd(n)
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})
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}
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func queueSetTitle(n *tree.Node, s string) {
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ui.QueueMain(func() {
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SetText(n, s)
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})
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}
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func queueSetLabel(n *tree.Node, s string) {
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ui.QueueMain(func() {
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SetText(n, s)
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})
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}
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func queueSetText(n *tree.Node, s string) {
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ui.QueueMain(func() {
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SetText(n, s)
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})
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}
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func queueAddText(n *tree.Node, s string) {
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ui.QueueMain(func() {
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AddText(n, s)
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})
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}
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func queueSetChecked(n *tree.Node, b bool) {
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ui.QueueMain(func() {
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setChecked(n, b)
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})
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}
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func queueToolkitClose() {
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ui.QueueMain(func() {
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ui.Quit()
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})
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}
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/*
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func queueMain(currentA widget.Action) {
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// this never happends
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defer func() {
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if r := recover(); r != nil {
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log.Log("YAHOOOO Recovered in queueMain() application:", r)
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log.Println("Recovered from panic:", r)
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log.Println("Stack trace:")
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debug.PrintStack()
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me.myTree.SendToolkitPanic()
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}
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}()
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// andlabs puts this inside the gofunction over there
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// probably this should be changed around here
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// and only andlabs stuff should be sent there?
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// it's easier to code it this way however
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// also, if it dies here, it get's caught
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// usually, this is where it dies
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log.Log(ANDLABS, "about to send action into the andlabs ui.QueueMain()")
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ui.QueueMain(func() {
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processAction(¤tA)
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})
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}
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*/
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func guiMain() {
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defer func() {
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if r := recover(); r != nil {
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log.Log(WARN, "YAHOOOO Recovered in guiMain application:", r)
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log.Log(WARN, "Recovered from panic:", r)
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log.Log(WARN, "Stack trace:")
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debug.PrintStack()
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me.myTree.SendToolkitPanic()
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return
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}
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}()
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ui.Main(func() {
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// this is a bad hack for now.
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// a better way would be to spawn ui.Main on the first actual window
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// that is supposed to be displayed
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placeholderUI()
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// if nothing is working, run this instead to make
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// sure you have something
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// demoUI()
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})
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}
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func Init() {
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log.Log(WARN, "Init() TODO: move init() to here")
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}
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// This is important. This sets the defaults for the gui. Without this, there isn't correct padding, etc
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func init() {
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log.Log(INFO, "Init() START")
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log.Log(INFO, "Init()")
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// Can you pass values to a plugin init() ? Otherwise, there is no way to safely print
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// log.Log(INFO, "init() Setting defaultBehavior = true")
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// setDefaultBehavior(true)
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me.myTree = tree.New()
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me.myTree.PluginName = "andlabs"
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// me.myTree.ActionFromChannel = queueMain
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me.myTree.NodeAction = queueAction
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me.myTree.Add = queueAdd
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me.myTree.SetTitle = queueSetTitle
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me.myTree.SetLabel = queueSetLabel
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me.myTree.SetText = queueSetText
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me.myTree.AddText = queueAddText
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me.myTree.SetChecked = queueSetChecked
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me.myTree.ToolkitClose = queueToolkitClose
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// TODO: this is messed up. run ui.Main() from the first add? Initialize it with an empty thing first?
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// fake out the OS toolkit by making a fake window. This is probably needed for macos & windows
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// actually, this probably breaks the macos build
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go guiMain()
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}
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func main() {
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}
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