package main /* These 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/log" "go.wit.com/gui/widget" ) // this is the channel we send user events like // mouse clicks or keyboard events back to the program var callback chan widget.Action // this is the channel we get requests to make widgets var pluginChan chan widget.Action type node struct { parent *node children []*node WidgetId int // widget ID WidgetType widget.WidgetType ParentId int // parent ID Name string Text string // This is how the values are passed back and forth // values from things like checkboxes & dropdown's B bool I int S string A any // switch to this or deprecate this? pros/cons? // This is used for things like a slider(0,100) X int Y int // This is for the grid size & widget position W int H int AtW int AtH int vals []string // dropdown menu items // horizontal=true means layout widgets like books on a bookshelf // horizontal=false means layout widgets like books in a stack horizontal bool `default:false` hasTabs bool // does the window have tabs? currentTab bool // the visible tab // the internal plugin toolkit structure // in the gtk plugin, it has gtk things like margin & border settings // in the text console one, it has text console things like colors for menus & buttons tk *guiWidget } // searches the binary tree for a WidgetId func (n *node) findWidgetId(id int) *node { if (n == nil) { return nil } if n.WidgetId == id { return n } for _, child := range n.children { newN := child.findWidgetId(id) if (newN != nil) { return newN } } return nil } func (n *node) doUserEvent() { if (callback == nil) { log.Log(ERROR, "doUserEvent() callback == nil", n.WidgetId) return } var a widget.Action a.WidgetId = n.WidgetId a.Name = n.Name a.Text = n.Text a.S = n.S a.I = n.I a.B = n.B a.ActionType = widget.User log.Log(INFO, "doUserEvent() START: send a user event to the callback channel") callback <- a log.Log(INFO, "doUserEvent() END: sent a user event to the callback channel") return } func addNode(a *widget.Action) *node { n := new(node) n.WidgetType = a.WidgetType n.WidgetId = a.WidgetId n.ParentId = a.ParentId // copy the data from the action message n.Name = a.Name n.Text = a.Text n.I = a.I n.S = a.S n.B = a.B n.X = a.X n.Y = a.Y n.W = a.W n.H = a.H n.AtW = a.AtW n.AtH = a.AtH // store the internal toolkit information n.tk = initWidget(n) // n.tk = new(guiWidget) if (a.WidgetType == widget.Root) { log.Log(INFO, "addNode() Root") return n } if (me.rootNode.findWidgetId(a.WidgetId) != nil) { log.Log(ERROR, "addNode() WidgetId already exists", a.WidgetId) return me.rootNode.findWidgetId(a.WidgetId) } // add this new widget on the binary tree n.parent = me.rootNode.findWidgetId(a.ParentId) if n.parent != nil { n.parent.children = append(n.parent.children, n) //w := n.tk //w.parent = n.parent.tk //w.parent.children = append(w.parent.children, w) } return n } // 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) { callback = guiCallback } func PluginChannel() chan widget.Action { return pluginChan }