230 lines
6.0 KiB
Go
230 lines
6.0 KiB
Go
package main
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import (
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"errors"
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"github.com/awesome-gocui/gocui"
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"go.wit.com/log"
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"go.wit.com/widget"
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)
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func (w *guiWidget) doWidgetClick() {
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switch w.WidgetType {
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/*
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case widget.Root:
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// THIS IS THE BEGINING OF THE LAYOUT
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log.Log(GOCUI, "doWidgetClick()", w.String())
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wRoot := me.treeRoot.TK.(*guiWidget)
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wRoot.redoWindows(0, 0)
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case widget.Flag:
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log.Log(GOCUI, "doWidgetClick() FLAG widget name =", w.String())
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log.Log(GOCUI, "doWidgetClick() if this is the dropdown menu, handle it here?")
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*/
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case widget.Window:
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log.Log(GOCUI, "doWidgetClick() START on window", w.String())
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// if the user clicked on the current window, do nothing
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/* Ignore this for now and redraw the window anyway
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if me.currentWindow == w {
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if !w.active {
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return
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}
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}
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*/
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// if there is a current window, hide it
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if me.currentWindow != nil {
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me.currentWindow.setColor(&colorWindow)
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me.currentWindow.hideWidgets()
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me.currentWindow.isCurrent = false
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}
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// now set this window as the current window
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me.currentWindow = w
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me.currentWindow.isCurrent = true
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// draw the current window
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log.Log(GOCUI, "doWidgetClick() set currentWindow to", w.String())
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w.setColor(&colorActiveW)
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w.DrawAt(3, 2)
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w.placeWidgets(3, 2) // compute the sizes & places for each widget
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w.active = false
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w.showWidgets()
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/*
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hideFake()
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showDebug = true
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*/
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case widget.Group:
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if w.active {
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w.active = false
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w.placeWidgets(w.startW, w.startH)
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w.showWidgets()
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} else {
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w.active = true
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for _, child := range w.children {
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child.hideWidgets()
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}
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}
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// w.dumpTree("click end")
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case widget.Checkbox:
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if w.node.State.Checked {
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log.Log(WARN, "checkbox is being set to false")
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w.node.State.Checked = false
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w.setCheckbox()
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} else {
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log.Log(WARN, "checkbox is being set to true")
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w.node.State.Checked = true
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w.setCheckbox()
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}
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me.myTree.SendUserEvent(w.node)
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case widget.Grid:
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newR := w.realGocuiSize()
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// w,h := n.logicalSize()
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// w := newR.w1 - newR.w0
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// h := newR.h1 - newR.h0
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w.placeGrid(newR.w0, newR.h0)
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w.showWidgets()
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case widget.Box:
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// w.showWidgetPlacement(logNow, "drawTree()")
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if w.node.State.Direction == widget.Horizontal {
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log.Log(GOCUI, "BOX IS HORIZONTAL", w.String())
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} else {
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log.Log(GOCUI, "BOX IS VERTICAL", w.String())
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}
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w.placeWidgets(w.startW, w.startH)
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w.toggleTree()
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case widget.Button:
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// doUserEvent(n)
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me.myTree.SendFromUser(w.node)
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case widget.Combobox:
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log.Log(GOCUI, "do the combobox here")
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w.showDropdown()
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me.dropdownW = w
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case widget.Dropdown:
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log.Log(GOCUI, "do the dropdown here")
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w.showDropdown()
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me.dropdownW = w
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default:
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}
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}
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func click(g *gocui.Gui, v *gocui.View) error {
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mouseW, mouseH := me.baseGui.MousePosition()
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log.Log(GOCUI, "click() START gocui name:", v.Name())
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w := findUnderMouse()
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// if the dropdown view is visable, process it no matter what
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if me.dropdownV.Visible() {
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me.dropdownV.dropdownClicked(mouseW, mouseH)
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}
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if w == me.dropdownV {
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return nil
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}
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if w == nil {
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log.Error(errors.New("click() could not find widget for view =" + v.Name()))
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} else {
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log.Log(GOCUI, "click() Found widget =", w.node.WidgetId, w.String(), ",", w.labelN)
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w.doWidgetClick()
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}
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rootTK := me.treeRoot.TK.(*guiWidget)
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realTK := rootTK.findWidgetByView(v)
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if realTK == nil {
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log.Error(errors.New("toolkit click() out of reality with gocui. v.Name() not in binary tree " + v.Name()))
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log.Log(GOCUI, "click() END FAILURE ON gocui v.Name =", v.Name())
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// return nil // otherwise gocui exits
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}
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// double check the widget view really still exists
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nameTK := rootTK.findWidgetByName(v.Name())
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if nameTK == nil {
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log.Error(errors.New("toolkit click() out of reality with gocui. v.Name() not in binary tree " + v.Name()))
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return nil
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}
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if nameTK.v == nil {
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log.Log(GOCUI, "click() maybe this widget has had it's view distroyed?", nameTK.cuiName, nameTK.WidgetType)
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log.Log(GOCUI, "yep. it's gone now")
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return nil
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}
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// SetCurrentView dies if it's sent an non-existent view
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if _, err := g.SetCurrentView(v.Name()); err != nil {
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log.Log(GOCUI, "click() END v.Name =", v.Name(), "err =", err)
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// return err // return causes gocui.MainLoop() to exit. Do we ever want that to happen here?
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return nil
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}
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log.Log(GOCUI, "click() END gocui name:", v.Name())
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return nil
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}
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func findUnderMouse() *guiWidget {
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var widgets []*guiWidget
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var f func(w *guiWidget)
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w, h := me.baseGui.MousePosition()
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// find buttons that are below where the mouse button click
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f = func(widget *guiWidget) {
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// ignore widgets that are not visible
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if widget.Visible() {
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if (widget.gocuiSize.w0 <= w) && (w <= widget.gocuiSize.w1) &&
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(widget.gocuiSize.h0 <= h) && (h <= widget.gocuiSize.h1) {
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widgets = append(widgets, widget)
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}
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}
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for _, child := range widget.children {
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f(child)
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}
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}
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rootW := me.treeRoot.TK.(*guiWidget)
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f(rootW)
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var found *guiWidget
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// widgets has everything that matches
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for _, w := range widgets {
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// prioritize window buttons. This means if some code covers
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// up the window widgets, then it will ignore everything else
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// and allow the user (hopefully) to redraw or switch windows
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// TODO: display the window widgets on top
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if w.WidgetType == widget.Window {
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return w
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}
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// w.showWidgetPlacement("findUnderMouse() FOUND")
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found = w
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}
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return found
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}
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// find the widget under the mouse click
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func ctrlDown(g *gocui.Gui, v *gocui.View) error {
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var found *guiWidget
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// var widgets []*node
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// var f func (n *node)
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found = findUnderMouse()
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if me.ctrlDown == nil {
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setupCtrlDownWidget()
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var tk *guiWidget
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tk = me.ctrlDown.TK.(*guiWidget)
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tk.labelN = found.String()
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tk.cuiName = "ctrlDown"
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// me.ctrlDown.parent = me.rootNode
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}
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var tk *guiWidget
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tk = me.ctrlDown.TK.(*guiWidget)
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if found == nil {
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found = me.treeRoot.TK.(*guiWidget)
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}
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tk.labelN = found.String()
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newR := found.realGocuiSize()
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tk.gocuiSize.w0 = newR.w0
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tk.gocuiSize.h0 = newR.h0
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tk.gocuiSize.w1 = newR.w1
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tk.gocuiSize.h1 = newR.h1
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return nil
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}
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