removing old crappy code finally
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parent
3faacd6c43
commit
88e9594b93
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@ -100,11 +100,11 @@ func theNotsure(g *gocui.Gui, v *gocui.View) error {
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}
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}
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func theStdout(g *gocui.Gui, v *gocui.View) error {
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func theStdout(g *gocui.Gui, v *gocui.View) error {
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if me.outputOnTop {
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if me.stdout.outputOnTop {
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me.outputOnTop = false
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me.stdout.outputOnTop = false
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me.baseGui.SetViewOnBottom("msg")
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me.baseGui.SetViewOnBottom("msg")
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} else {
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} else {
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me.outputOnTop = true
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me.stdout.outputOnTop = true
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me.baseGui.SetViewOnTop("msg")
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me.baseGui.SetViewOnTop("msg")
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}
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}
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return nil
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return nil
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@ -140,8 +140,8 @@ func msgDown(g *gocui.Gui, v *gocui.View) error {
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vx, vy, _, _, err := g.ViewPosition("msg")
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vx, vy, _, _, err := g.ViewPosition("msg")
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if err == nil {
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if err == nil {
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xOffset = initialMouseX - vx
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me.stdout.offsetW = initialMouseX - vx
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yOffset = initialMouseY - vy
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me.stdout.offsetH = initialMouseY - vy
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}
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}
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log.Info("setting mousedown to true")
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log.Info("setting mousedown to true")
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// msgMouseDown = true
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// msgMouseDown = true
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@ -110,16 +110,14 @@ func (tk *guiWidget) moveNew() {
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} else {
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} else {
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// log.Info("NOT MOVE FLAG. PASSING MOVE TO MSG", tk.node.WidgetType)
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// log.Info("NOT MOVE FLAG. PASSING MOVE TO MSG", tk.node.WidgetType)
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// tk.dumpWidget("moveNew() MSG" + tk.cuiName)
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// tk.dumpWidget("moveNew() MSG" + tk.cuiName)
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outputW := 180
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w0 := w - me.stdout.offsetW
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outputH := 40
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h0 := h - me.stdout.offsetH
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w0 := w - xOffset
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w1 := w - me.stdout.offsetW + me.stdout.w
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h0 := h - yOffset
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h1 := h - me.stdout.offsetH + me.stdout.h
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w1 := w - xOffset + outputW
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h1 := h - yOffset + outputH + me.FramePadH
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me.baseGui.SetView("msg", w0, h0, w1, h1, 0)
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me.baseGui.SetView("msg", w0, h0, w1, h1, 0)
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me.startOutputW = w - xOffset
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// me.startOutputW = w - me.stdout.offsetW
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me.startOutputH = h - yOffset
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// me.startOutputH = h - me.stdout.offsetH
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me.baseGui.SetViewOnBottom("msg")
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me.baseGui.SetViewOnBottom("msg")
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tk.gocuiSize.w0 = w0
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tk.gocuiSize.w0 = w0
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2
help.go
2
help.go
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@ -102,7 +102,7 @@ func setThingsOnTop() {
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}
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}
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me.baseGui.SetViewOnTop("help")
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me.baseGui.SetViewOnTop("help")
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if me.outputOnTop {
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if me.stdout.outputOnTop {
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me.baseGui.SetViewOnTop("msg")
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me.baseGui.SetViewOnTop("msg")
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} else {
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} else {
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me.baseGui.SetViewOnBottom("msg")
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me.baseGui.SetViewOnBottom("msg")
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3
init.go
3
init.go
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@ -38,6 +38,9 @@ func init() {
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// init the config struct default values
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// init the config struct default values
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Set(&me, "default")
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Set(&me, "default")
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me.stdout.w = 180
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me.stdout.h = 40
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// Set(&me, "dense")
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// Set(&me, "dense")
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me.myTree = tree.New()
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me.myTree = tree.New()
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@ -34,10 +34,7 @@ func showMsg(g *gocui.Gui, v *gocui.View) error {
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}
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}
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func makeOutputWidget(g *gocui.Gui, stringFromMouseClick string) *gocui.View {
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func makeOutputWidget(g *gocui.Gui, stringFromMouseClick string) *gocui.View {
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maxX, maxY := g.Size()
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// maxX, maxY := g.Size()
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var outputW int = 180
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var outputH int = 40
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if me.treeRoot == nil {
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if me.treeRoot == nil {
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// keep skipping this until the binary tree is initialized
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// keep skipping this until the binary tree is initialized
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@ -57,11 +54,13 @@ func makeOutputWidget(g *gocui.Gui, stringFromMouseClick string) *gocui.View {
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tk := me.logStdout
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tk := me.logStdout
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// tk.gocuiSize.w0 = maxX - 32
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// tk.gocuiSize.w0 = maxX - 32
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// tk.gocuiSize.h0 = maxY / 2
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// tk.gocuiSize.h0 = maxY / 2
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tk.gocuiSize.w0 = me.startOutputW
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tk.gocuiSize.w0 = 30
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tk.gocuiSize.h0 = me.startOutputH
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tk.gocuiSize.h0 = 10
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tk.gocuiSize.w1 = tk.gocuiSize.w0 + outputW
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tk.gocuiSize.w1 = tk.gocuiSize.w0 + me.stdout.w
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tk.gocuiSize.h1 = tk.gocuiSize.h0 + outputH
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tk.gocuiSize.h1 = tk.gocuiSize.h0 + me.stdout.h
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}
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}
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v, err := g.View("msg")
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v, err := g.View("msg")
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if v == nil {
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if v == nil {
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log.Log(NOW, "makeoutputwindow() this is supposed to happen. v == nil", err)
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log.Log(NOW, "makeoutputwindow() this is supposed to happen. v == nil", err)
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@ -69,14 +68,21 @@ func makeOutputWidget(g *gocui.Gui, stringFromMouseClick string) *gocui.View {
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log.Log(NOW, "makeoutputwindow() msg != nil. WTF now? err =", err)
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log.Log(NOW, "makeoutputwindow() msg != nil. WTF now? err =", err)
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}
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}
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if me.startOutputW == 0 {
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/*
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me.startOutputW = maxX - 132
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if me.startOutputW == 0 {
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}
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me.startOutputW = maxX - 132
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if me.startOutputW == 0 {
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}
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me.startOutputH = maxY / 2
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if me.startOutputW == 0 {
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}
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me.startOutputH = maxY / 2
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}
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*/
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v, err = g.SetView("msg", me.startOutputW, me.startOutputH, maxX/2+outputW, maxY/2+outputH, 0)
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a := me.logStdout.gocuiSize.w0
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b := me.logStdout.gocuiSize.h0
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c := me.logStdout.gocuiSize.w1
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d := me.logStdout.gocuiSize.h1
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v, err = g.SetView("msg", a, b, c, d, 0)
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// v, err = g.SetView("msg", me.startOutputW, me.startOutputH, maxX/2+me.stdout.w, maxY/2+me.stdout.h, 0)
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if errors.Is(err, gocui.ErrUnknownView) {
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if errors.Is(err, gocui.ErrUnknownView) {
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log.Log(NOW, "makeoutputwindow() this is supposed to happen?", err)
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log.Log(NOW, "makeoutputwindow() this is supposed to happen?", err)
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}
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}
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85
structs.go
85
structs.go
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@ -36,47 +36,58 @@ type config struct {
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ctrlDown *tree.Node // shown if you click the mouse when the ctrl key is pressed
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ctrlDown *tree.Node // shown if you click the mouse when the ctrl key is pressed
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currentWindow *guiWidget // this is the current tab or window to show
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currentWindow *guiWidget // this is the current tab or window to show
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logStdout *guiWidget // where to show STDOUT
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logStdout *guiWidget // where to show STDOUT
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startOutputW int // ?
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// startOutputW int // ?
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startOutputH int // ?
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// startOutputH int // ?
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helpLabel *gocui.View // ?
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helpLabel *gocui.View // ?
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showHelp bool // toggle boolean for the help menu (deprecate?)
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showHelp bool // toggle boolean for the help menu (deprecate?)
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outputOnTop bool // is the STDOUT window on top?
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dropdownW *guiWidget // grab the dropdown choices from this widget
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// dropdownV *guiWidget // this is a floating widget that we show whenever the user clicks on a
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FramePadW int `default:"1" dense:"0"` // When the widget has a frame, like a button, it adds 2 lines runes on each side
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dropdownW *guiWidget // grab the dropdown choices from this widget
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FramePadH int `default:"1" dense:"0"` // When the widget has a frame, like a button, it adds 2 lines runes on each side
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FramePadW int `default:"1" dense:"0"` // When the widget has a frame, like a button, it adds 2 lines runes on each side
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PadW int `default:"1" dense:"0"` // pad spacing
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FramePadH int `default:"1" dense:"0"` // When the widget has a frame, like a button, it adds 2 lines runes on each side
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PadH int `default:"1" dense:"0"` // pad spacing
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PadW int `default:"1" dense:"0"` // pad spacing
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WindowW int `default:"8" dense:"0"` // how far down to start Window or Tab headings
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PadH int `default:"1" dense:"0"` // pad spacing
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WindowH int `default:"-1"` // how far down to start Window or Tab headings
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WindowW int `default:"8" dense:"0"` // how far down to start Window or Tab headings
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TabW int `default:"5" dense:"0"` // how far down to start Window or Tab headings
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WindowH int `default:"-1"` // how far down to start Window or Tab headings
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TabH int `default:"1" dense:"0"` // how far down to start Window or Tab headings
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TabW int `default:"5" dense:"0"` // how far down to start Window or Tab headings
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WindowPadW int `default:"8" dense:"0"` // additional amount of space to put between window & tab widgets
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TabH int `default:"1" dense:"0"` // how far down to start Window or Tab headings
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TabPadW int `default:"4" dense:"0"` // additional amount of space to put between window & tab widgets
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WindowPadW int `default:"8" dense:"0"` // additional amount of space to put between window & tab widgets
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GroupPadW int `default:"2" dense:"1"` // additional amount of space to indent on a group
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TabPadW int `default:"4" dense:"0"` // additional amount of space to put between window & tab widgets
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BoxPadW int `default:"2" dense:"1"` // additional amount of space to indent on a box
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GroupPadW int `default:"2" dense:"1"` // additional amount of space to indent on a group
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GridPadW int `default:"2" dense:"1"` // additional amount of space to indent on a grid
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BoxPadW int `default:"2" dense:"1"` // additional amount of space to indent on a box
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RawW int `default:"1"` // the raw beginning of each window (or tab)
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GridPadW int `default:"2" dense:"1"` // additional amount of space to indent on a grid
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RawH int `default:"5"` // the raw beginning of each window (or tab)
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RawW int `default:"1"` // the raw beginning of each window (or tab)
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FakeW int `default:"20"` // offset for the hidden widgets
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RawH int `default:"5"` // the raw beginning of each window (or tab)
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padded bool // add space between things like buttons
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FakeW int `default:"20"` // offset for the hidden widgets
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bookshelf bool // do you want things arranged in the box like a bookshelf or a stack?
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padded bool // add space between things like buttons
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canvas bool // if set to true, the windows are a raw canvas
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bookshelf bool // do you want things arranged in the box like a bookshelf or a stack?
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menubar bool // for windows
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canvas bool // if set to true, the windows are a raw canvas
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stretchy bool // expand things like buttons to the maximum size
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menubar bool // for windows
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margin bool // add space around the frames of windows
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stretchy bool // expand things like buttons to the maximum size
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writeMutex sync.Mutex // writeMutex protects writes to *guiWidget (it's global right now maybe)
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margin bool // add space around the frames of windows
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dtoggle bool // is a dropdown or combobox currently active?
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writeMutex sync.Mutex // writeMutex protects writes to *guiWidget (it's global right now maybe)
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ecount int // counts how many mouse and keyboard events have occurred
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dtoggle bool // is a dropdown or combobox currently active?
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supermouse bool // prints out every widget found while you move the mouse around
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ecount int // counts how many mouse and keyboard events have occurred
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depth int // used for listWidgets() debugging
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supermouse bool // prints out every widget found while you move the mouse around
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globalMouseDown bool // yep, mouse is pressed
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depth int // used for listWidgets() debugging
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newWindowTrigger chan bool // work around hack to redraw windows a bit after NewWindow()
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globalMouseDown bool // yep, mouse is pressed
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stdout stdout // information for the STDOUT window
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newWindowTrigger chan bool // work around hack to redraw windows a bit after NewWindow()
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}
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// settings for the stdout window
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type stdout struct {
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w int // the width
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h int // the width
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outputOnTop bool // is the STDOUT window on top?
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offscreenW int // where to place the window offscreen
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offscreenH int // where to place the window offscreen
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offsetW int // the current 'w' offset
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offsetH int // the current 'h' offset
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}
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}
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// deprecate these
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// deprecate these
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var (
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var (
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initialMouseX, initialMouseY, xOffset, yOffset int
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initialMouseX, initialMouseY int
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// initialMouseX, initialMouseY, xOffset, yOffset int
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// msgMouseDown bool
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// msgMouseDown bool
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)
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)
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