// Copyright 2014 The gocui Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package main import ( "errors" "github.com/awesome-gocui/gocui" ) // This initializes the gocui package // it runs SetManagerFunc which passes every input // event (keyboard, mouse, etc) to the function "gocuiEvent()" func gocuiMain() { g, err := gocui.NewGui(gocui.OutputNormal, true) if err != nil { panic(err) } defer g.Close() me.baseGui = g g.Cursor = true g.Mouse = true // this sets the function that is run on every event. For example: // When you click the mouse, move the mouse, or press a key on the keyboard // This is equivalent to xev or similar to cat /dev/input on linux g.SetManagerFunc(gocuiEvent) if err := defaultKeybindings(g); err != nil { panic(err) } if err := g.MainLoop(); err != nil && !errors.Is(err, gocui.ErrQuit) { panic(err) } } // Thanks to the gocui developers -- your package kicks ass // This function is called on every event. It is a callback function from the gocui package // which has an excellent implementation. While gocui handles things like text highlighting // and the layout of the text areas -- also things like handling SIGWINCH and lots of really // complicated console handling, it sends events here in a clean way. // This is equivalent to the linux command xev (apt install x11-utils) func gocuiEvent(g *gocui.Gui) error { maxX, maxY := g.Size() mx, my := g.MousePosition() log(logVerbose, "handleEvent() START", maxX, maxY, mx, my, msgMouseDown) if _, err := g.View("msg"); msgMouseDown && err == nil { moveMsg(g) } if widgetView, _ := g.View("msg"); widgetView == nil { log(logNow, "handleEvent() create output widget now", maxX, maxY, mx, my) makeOutputWidget(g, "this is a create before a mouse click") if (me.logStdout != nil) { // setOutput(me.logStdout) } } else { log(logInfo, "output widget already exists", maxX, maxY, mx, my) } mouseMove(g) log(logVerbose, "handleEvent() END ", maxX, maxY, mx, my, msgMouseDown) return nil } func dragOutputWindow() { } // turns off the frame on the global window func setFrame(b bool) { // TODO: figure out what this might be useful for // what is this do? I made it just 2 lines for now. Is this useful for something? v := SetView("global", 5, 10, 5, 10, 0) // x0, x1, y1, y2, overlap if (v == nil) { log(logError, "setFrame() global failed") } v.Frame = b } func quit(g *gocui.Gui, v *gocui.View) error { return gocui.ErrQuit } func SetView(name string, x0, y0, x1, y1 int, overlaps byte) *gocui.View { if (me.baseGui == nil) { log(logError, "SetView() ERROR: me.baseGui == nil") return nil } v, err := me.baseGui.SetView(name, x0, y0, x1, y1, overlaps) if err != nil { if !errors.Is(err, gocui.ErrUnknownView) { log(logError, "SetView() global failed on name =", name) } return nil } return v }