2024-01-18 00:08:37 -06:00
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// Copyright 2014 The gocui Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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package main
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import (
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"errors"
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2024-01-18 00:08:37 -06:00
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"github.com/awesome-gocui/gocui"
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"go.wit.com/log"
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)
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// This initializes the gocui package
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// it runs SetManagerFunc which passes every input
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// event (keyboard, mouse, etc) to the function "gocuiEvent()"
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func gocuiMain() {
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g, err := gocui.NewGui(gocui.OutputNormal, true)
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if err != nil {
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panic(err)
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}
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defer g.Close()
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me.baseGui = g
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g.Cursor = true
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g.Mouse = true
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// this sets the function that is run on every event. For example:
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// When you click the mouse, move the mouse, or press a key on the keyboard
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// This is equivalent to xev or similar to cat /dev/input on linux
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g.SetManagerFunc(gocuiEvent)
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if err := defaultKeybindings(g); err != nil {
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panic(err)
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}
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if err := g.MainLoop(); err != nil && !errors.Is(err, gocui.ErrQuit) {
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panic(err)
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}
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}
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// Thanks to the gocui developers -- your package kicks ass
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// This function is called on every event. It is a callback function from the gocui package
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// which has an excellent implementation. While gocui handles things like text highlighting
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// and the layout of the text areas -- also things like handling SIGWINCH and lots of really
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// complicated console handling, it sends events here in a clean way.
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// This is equivalent to the linux command xev (apt install x11-utils)
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func gocuiEvent(g *gocui.Gui) error {
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maxX, maxY := g.Size()
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mx, my := g.MousePosition()
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log.Verbose("handleEvent() START", maxX, maxY, mx, my, msgMouseDown)
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if _, err := g.View("msg"); msgMouseDown && err == nil {
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moveMsg(g)
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}
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if widgetView, _ := g.View("msg"); widgetView == nil {
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log.Log(NOW, "handleEvent() create output widget now", maxX, maxY, mx, my)
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makeOutputWidget(g, "this is a create before a mouse click")
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if me.logStdout != nil {
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// setOutput(me.logStdout)
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}
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} else {
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log.Verbose("output widget already exists", maxX, maxY, mx, my)
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}
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mouseMove(g)
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log.Verbose("handleEvent() END ", maxX, maxY, mx, my, msgMouseDown)
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return nil
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}
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func dragOutputWindow() {
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}
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// turns off the frame on the global window
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func setFrame(b bool) {
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// TODO: figure out what this might be useful for
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// what is this do? I made it just 2 lines for now. Is this useful for something?
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v := SetView("global", 5, 10, 5, 10, 0) // x0, x1, y1, y2, overlap
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if v == nil {
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log.Log(ERROR, "setFrame() global failed")
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}
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v.Frame = b
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}
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func quit(g *gocui.Gui, v *gocui.View) error {
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return gocui.ErrQuit
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}
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func SetView(name string, x0, y0, x1, y1 int, overlaps byte) *gocui.View {
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if me.baseGui == nil {
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log.Log(ERROR, "SetView() ERROR: me.baseGui == nil")
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return nil
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}
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v, err := me.baseGui.SetView(name, x0, y0, x1, y1, overlaps)
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if err != nil {
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if !errors.Is(err, gocui.ErrUnknownView) {
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log.Log(ERROR, "SetView() global failed on name =", name)
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}
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return nil
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}
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return v
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}
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