tab rotates through the windows

This commit is contained in:
Jeff Carr 2025-02-06 07:01:27 -06:00
parent 87141b8d99
commit c136ca2b4c
8 changed files with 130 additions and 78 deletions

View File

@ -32,13 +32,12 @@ func registerHandlers(g *gocui.Gui) {
g.SetKeybinding("", keyForced, modForced, handle_ctrl_z) // CTRL-Z :cleverly let's you background gocui (breaks cursor mouse on return)
// regular keys
g.SetKeybinding("", 'H', gocui.ModNone, theHelp) // '?' toggles on and off the help menu
g.SetKeybinding("", 'O', gocui.ModNone, theStdout) // 'o' toggle the STDOUT window
g.SetKeybinding("", 'q', gocui.ModNone, doExit) // 'q' exit
g.SetKeybinding("", 'H', gocui.ModNone, theHelp) // '?' toggles on and off the help menu
g.SetKeybinding("", 'O', gocui.ModNone, theStdout) // 'o' toggle the STDOUT window
g.SetKeybinding("", 'q', gocui.ModNone, doExit) // 'q' exit
g.SetKeybinding("", gocui.KeyTab, gocui.ModNone, tabCycleWindows) // '2' use this to test new ideas
// debugging
g.SetKeybinding("", gocui.KeyTab, gocui.ModNone, theNotsure) // '2' use this to test new ideas
g.SetKeybinding("", gocui.KeyTab, gocui.ModShift, theNotsure) // '2' use this to test new ideas
g.SetKeybinding("", '2', gocui.ModNone, theNotsure) // '2' use this to test new ideas
g.SetKeybinding("", 'S', gocui.ModNone, theSuperMouse) // 'S' Super Mouse mode!
g.SetKeybinding("", 'M', gocui.ModNone, printWidgetPlacements) // 'M' list all widgets with positions
@ -93,12 +92,60 @@ func addDropdown() *tree.Node {
return addDropdownNew(-222)
}
func findNextWindow() *guiWidget {
var found bool
if len(me.allwin) == 0 {
return nil
}
for _, win := range me.allwin {
if win.activeWindow {
found = true
win.activeWindow = false
continue
}
if found {
win.activeWindow = true
return win
}
}
me.allwin[0].activeWindow = true
// at the end, loop to the beginning
return me.allwin[0]
}
// use this to test code ideas // put whatever you want here and hit '2' to activate it
func theNotsure(g *gocui.Gui, v *gocui.View) error {
log.Info("got keypress 2. now what?")
log.Info("try to switch windows here")
// w, h := g.MousePosition()
// me.newWindowTrigger <- true
if len(me.allwin) != len(findWindows()) {
me.allwin = findWindows()
}
newwin := findNextWindow()
for i, win := range me.allwin {
log.Info("Window", i, "named", win.labelN, win.activeWindow)
}
if newwin == nil {
log.Info("findNextWindow() err. returned nil")
return nil
}
newwin.doWidgetClick(newwin.gocuiSize.w0, newwin.gocuiSize.h0)
return nil
}
func tabCycleWindows(g *gocui.Gui, v *gocui.View) error {
log.Info("try to switch windows here")
if len(me.allwin) != len(findWindows()) {
me.allwin = findWindows()
}
newwin := findNextWindow()
for i, win := range me.allwin {
log.Info("Window", i, "named", win.labelN, win.activeWindow)
}
if newwin == nil {
log.Info("findNextWindow() err. returned nil")
return nil
}
newwin.doWidgetClick(newwin.gocuiSize.w0, newwin.gocuiSize.h0)
return nil
}

View File

@ -4,7 +4,6 @@
package main
import (
"errors"
"fmt"
"github.com/awesome-gocui/gocui"
@ -74,6 +73,11 @@ func mouseDown(g *gocui.Gui, v *gocui.View) error {
tk.doWidgetClick(w, h)
return nil
}
if tk.node.WidgetType == widget.Textbox {
log.Info("SENDING CLICK TO Textbox")
tk.doWidgetClick(w, h)
return nil
}
found = true
}
@ -109,37 +113,13 @@ func mouseDown(g *gocui.Gui, v *gocui.View) error {
log.Log(GOCUI, fmt.Sprintf("mouseDown() found nothing at (%d,%d)", mx, my))
}
// sort this junk out
vx0, vy0, vx1, vy1, err := g.ViewPosition("msg")
if err == nil {
if mx >= vx0 && mx <= vx1 && my >= vy0 && my <= vy1 {
return msgDown(g, v)
}
}
maxX, _ := g.Size()
// why was this here?
// findUnderMouse()
// TODO: USE THIS TO MAKE TEMPORARY HELP / INSTRUCTION DIALOGS
// this message will pop up when you click on the magic thing
// figure out how this works and make it generically useful.
msg := fmt.Sprintf("This is -222 widget demo. %d,%d", mx, my)
// dropdownClicked(mx, my)
x := mx - len(msg)/2
if x < 0 {
x = 0
} else if x+len(msg)+1 > maxX-1 {
x = maxX - 1 - len(msg) - 1
}
log.Log(GOCUI, "mouseDown() about to write out message to 'globalDown' view. msg =", msg)
if v, err := g.SetView("globalDown", x, my-1, x+len(msg)+1, my+1, 0); err != nil {
if !errors.Is(err, gocui.ErrUnknownView) {
return err
}
v.WriteString(msg)
}
return nil
}

View File

@ -9,25 +9,30 @@ import (
"go.wit.com/widget"
)
func (tk *guiWidget) doWindowClick(w int, h int) {
// if there is a current window, hide it
if me.currentWindow != nil {
me.currentWindow.setColor(&colorWindow)
// me.currentWindow.hideWidgets()
me.currentWindow.isCurrent = false
}
// now set this window as the current window
me.currentWindow = tk
me.currentWindow.isCurrent = true
tk.active = false
tk.redrawWindow(w, h)
setThingsOnTop() // sets help, Stdout, etc on the top after windows have been redrawn
}
// this whole things was impossible to make but it got me where I am now
// the debugging is way way better now with it being visible in the Stdout window
// so now it's possible to redo all this and make it better
func (tk *guiWidget) doWidgetClick(w int, h int) {
switch tk.node.WidgetType {
case widget.Window:
// if there is a current window, hide it
if me.currentWindow != nil {
me.currentWindow.setColor(&colorWindow)
// me.currentWindow.hideWidgets()
me.currentWindow.isCurrent = false
}
// now set this window as the current window
me.currentWindow = tk
me.currentWindow.isCurrent = true
tk.active = false
tk.redrawWindow(w-2, h-2) // TODO: fix these hard coded things with offsets
tk.doWindowClick(w, h)
return
case widget.Group:
/*

12
find.go
View File

@ -108,6 +108,18 @@ func (tk *guiWidget) findBG() *guiWidget {
return nil
}
func findWindowUnderMouse() *guiWidget {
w, h := me.baseGui.MousePosition()
// if the stdout window is on top, check it first
if me.stdout.outputOnTop {
if me.stdout.tk.full.inRect(w, h) {
return me.stdout.tk
}
}
return nil
}
// returns the "highest priority widget under the mouse
func findUnderMouse() *guiWidget {
w, h := me.baseGui.MousePosition()

View File

@ -30,6 +30,7 @@ var helpText []string = []string{"Help Menu",
"S: super mouse",
"M: list all widgets positions",
"L: list all widgets in tree",
"Tab: toggle through windows",
"q: quit()",
"",
}

View File

@ -77,7 +77,7 @@ func standardExit() {
log.Log(NOW, "standardExit() send back Quit()")
// go sendBackQuit() // don't stall here in case the
// induces a delay in case the callback channel is broken
log.Sleep(1)
time.Sleep(200 * time.Millisecond)
log.Log(NOW, "standardExit() exit()")
os.Exit(0)
}

View File

@ -37,37 +37,38 @@ type config struct {
helpLabel *gocui.View // ?
showHelp bool // toggle boolean for the help menu (deprecate?)
// dropdownW *guiWidget // grab the dropdown choices from this widget
FramePadW int `default:"1" dense:"0"` // When the widget has a frame, like a button, it adds 2 lines runes on each side
FramePadH int `default:"1" dense:"0"` // When the widget has a frame, like a button, it adds 2 lines runes on each side
PadW int `default:"1" dense:"0"` // pad spacing
PadH int `default:"1" dense:"0"` // pad spacing
WindowW int `default:"8" dense:"0"` // how far down to start Window or Tab headings
WindowH int `default:"-1"` // how far down to start Window or Tab headings
TabW int `default:"5" dense:"0"` // how far down to start Window or Tab headings
TabH int `default:"1" dense:"0"` // how far down to start Window or Tab headings
WindowPadW int `default:"8" dense:"0"` // additional amount of space to put between window & tab widgets
TabPadW int `default:"4" dense:"0"` // additional amount of space to put between window & tab widgets
GroupPadW int `default:"2" dense:"1"` // additional amount of space to indent on a group
BoxPadW int `default:"2" dense:"1"` // additional amount of space to indent on a box
GridPadW int `default:"2" dense:"1"` // additional amount of space to indent on a grid
RawW int `default:"1"` // the raw beginning of each window (or tab)
RawH int `default:"5"` // the raw beginning of each window (or tab)
FakeW int `default:"20"` // offset for the hidden widgets
padded bool // add space between things like buttons
bookshelf bool // do you want things arranged in the box like a bookshelf or a stack?
canvas bool // if set to true, the windows are a raw canvas
menubar bool // for windows
stretchy bool // expand things like buttons to the maximum size
margin bool // add space around the frames of windows
writeMutex sync.Mutex // writeMutex protects writes to *guiWidget (it's global right now maybe)
ecount int // counts how many mouse and keyboard events have occurred
supermouse bool // prints out every widget found while you move the mouse around
depth int // used for listWidgets() debugging
globalMouseDown bool // yep, mouse is pressed
newWindowTrigger chan bool // work around hack to redraw windows a bit after NewWindow()
stdout stdout // information for the STDOUT window
showDebug bool // todo: move this into config struct
dropdown dropdown // the dropdown menu
FramePadW int `default:"1" dense:"0"` // When the widget has a frame, like a button, it adds 2 lines runes on each side
FramePadH int `default:"1" dense:"0"` // When the widget has a frame, like a button, it adds 2 lines runes on each side
PadW int `default:"1" dense:"0"` // pad spacing
PadH int `default:"1" dense:"0"` // pad spacing
WindowW int `default:"8" dense:"0"` // how far down to start Window or Tab headings
WindowH int `default:"-1"` // how far down to start Window or Tab headings
TabW int `default:"5" dense:"0"` // how far down to start Window or Tab headings
TabH int `default:"1" dense:"0"` // how far down to start Window or Tab headings
WindowPadW int `default:"8" dense:"0"` // additional amount of space to put between window & tab widgets
TabPadW int `default:"4" dense:"0"` // additional amount of space to put between window & tab widgets
GroupPadW int `default:"2" dense:"1"` // additional amount of space to indent on a group
BoxPadW int `default:"2" dense:"1"` // additional amount of space to indent on a box
GridPadW int `default:"2" dense:"1"` // additional amount of space to indent on a grid
RawW int `default:"1"` // the raw beginning of each window (or tab)
RawH int `default:"5"` // the raw beginning of each window (or tab)
FakeW int `default:"20"` // offset for the hidden widgets
padded bool // add space between things like buttons
bookshelf bool // do you want things arranged in the box like a bookshelf or a stack?
canvas bool // if set to true, the windows are a raw canvas
menubar bool // for windows
stretchy bool // expand things like buttons to the maximum size
margin bool // add space around the frames of windows
writeMutex sync.Mutex // writeMutex protects writes to *guiWidget (it's global right now maybe)
ecount int // counts how many mouse and keyboard events have occurred
supermouse bool // prints out every widget found while you move the mouse around
depth int // used for listWidgets() debugging
globalMouseDown bool // yep, mouse is pressed
newWindowTrigger chan bool // work around hack to redraw windows a bit after NewWindow()
stdout stdout // information for the STDOUT window
showDebug bool // todo: move this into config struct
dropdown dropdown // the dropdown menu
allwin []*guiWidget // for tracking which window is next
}
// settings for the stdout window
@ -145,6 +146,7 @@ type guiWidget struct {
color *colorT // what color to use
resize bool // the window is currently being resized
isBG bool // means this is the background widget. There is only one of these
activeWindow bool // means this window is the active one
}
// from the gocui devs:

View File

@ -71,6 +71,11 @@ func addWidget(n *tree.Node) {
case widget.Dropdown:
nw.color = &colorDropdown
return
case widget.Textbox:
n.State.Label = "TEXTBOX"
nw.labelN = " " + n.State.Label
nw.color = &colorDropdown
return
case widget.Combobox:
nw.color = &colorCombobox
return