andlabs/main.go

149 lines
3.3 KiB
Go

package main
import (
"runtime/debug"
"sync"
"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"
)
var uiMainUndef bool = true
var uiMain sync.Once
var muAction sync.Mutex
func queueAction(n *tree.Node, atype widget.ActionType) {
ui.QueueMain(func() {
newAction(n, atype)
})
}
func queueAdd(n *tree.Node) {
ui.QueueMain(func() {
newAdd(n)
})
}
func queueSetTitle(n *tree.Node, s string) {
ui.QueueMain(func() {
SetText(n, s)
})
}
func queueSetLabel(n *tree.Node, s string) {
ui.QueueMain(func() {
SetText(n, s)
})
}
func queueSetText(n *tree.Node, s string) {
ui.QueueMain(func() {
SetText(n, s)
})
}
func queueAddText(n *tree.Node, s string) {
ui.QueueMain(func() {
AddText(n, s)
})
}
func queueSetChecked(n *tree.Node, b bool) {
ui.QueueMain(func() {
setChecked(n, b)
})
}
func queueToolkitClose() {
ui.QueueMain(func() {
ui.Quit()
})
}
/*
func queueMain(currentA widget.Action) {
// this never happends
defer func() {
if r := recover(); r != nil {
log.Log("YAHOOOO Recovered in queueMain() application:", r)
log.Println("Recovered from panic:", r)
log.Println("Stack trace:")
debug.PrintStack()
me.myTree.SendToolkitPanic()
}
}()
// andlabs puts this inside the gofunction over there
// probably this should be changed around here
// and only andlabs stuff should be sent there?
// it's easier to code it this way however
// also, if it dies here, it get's caught
// usually, this is where it dies
log.Log(ANDLABS, "about to send action into the andlabs ui.QueueMain()")
ui.QueueMain(func() {
processAction(&currentA)
})
}
*/
func guiMain() {
defer func() {
if r := recover(); r != nil {
log.Log(WARN, "YAHOOOO Recovered in guiMain application:", r)
log.Log(WARN, "Recovered from panic:", r)
log.Log(WARN, "Stack trace:")
debug.PrintStack()
me.myTree.SendToolkitPanic()
return
}
}()
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
placeholderUI()
// if nothing is working, run this instead to make
// sure you have something
// demoUI()
})
}
func Init() {
log.Log(WARN, "Init() TODO: move init() to here")
}
// This is important. This sets the defaults for the gui. Without this, there isn't correct padding, etc
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 = 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
// 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
// actually, this probably breaks the macos build
go guiMain()
}
func main() {
}