156 lines
4.1 KiB
Go
156 lines
4.1 KiB
Go
// Copyright 2017-2025 WIT.COM Inc. All rights reserved.
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// Use of this source code is governed by the GPL 3.0
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package main
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import (
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"fmt"
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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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/*
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// this didn't work. panic()
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func (tk *guiWidget) DeleteNode() {
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p := tk.parent
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for i, child := range p.children {
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log.Log(GOCUI, "parent has child:", i, child.node.WidgetId, child.node.GetProgName())
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if tk == child {
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log.Log(GOCUI, "Found child ==", i, child.node.WidgetId, child.node.GetProgName())
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log.Log(GOCUI, "Found n ==", i, tk.node.WidgetId, tk.node.GetProgName())
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p.children = append(p.children[:i], p.children[i+1:]...)
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}
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}
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for i, child := range p.children {
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log.Log(TREE, "parent now has child:", i, child.WidgetId, child.GetProgName())
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}
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}
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*/
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func (tk *guiWidget) doWindowClick() {
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w, h := me.baseGui.MousePosition()
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// compare the mouse location to the 'X' indicator to close the window
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if tk.gocuiSize.inRect(w, h) {
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offset := w - tk.gocuiSize.w1
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if (offset < 2) && (offset > -2) {
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// close enough // close the window here
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tk.dumpWidget(fmt.Sprintf("Close Window(%d,%d) (off=%d)", w, h, offset))
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tk.hideWindow()
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n := tk.node
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tk.deleteNode()
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me.myTree.SendWindowCloseEvent(n)
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/*
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n.DeleteNode()
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tk.DeleteNode()
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*/
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return
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}
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if tk.window.collapsed {
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tk.dumpWidget(fmt.Sprintf("collapse = false"))
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tk.window.collapsed = false
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} else {
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tk.dumpWidget(fmt.Sprintf("collapse = true"))
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tk.window.collapsed = true
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}
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} else {
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tk.window.collapsed = false
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// tk.dumpWidget(fmt.Sprintf("No (%d,%d)", w, h))
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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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}
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// now set this window as the current window
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me.currentWindow = tk
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tk.redrawWindow(w, h)
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setThingsOnTop() // sets help, Stdout, etc on the top after windows have been redrawn
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}
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// this whole things was impossible to make but it got me where I am now
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// the debugging is way way better now with it being visible in the Stdout window
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// so now it's possible to redo all this and make it better
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func (tk *guiWidget) doWidgetClick(w int, h int) {
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switch tk.node.WidgetType {
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case widget.Window:
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tk.doWindowClick()
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return
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case widget.Checkbox:
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if tk.node.State.Checked {
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log.Log(WARN, "checkbox is being set to false")
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tk.node.State.Checked = false
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tk.setCheckbox()
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} else {
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log.Log(WARN, "checkbox is being set to true")
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tk.node.State.Checked = true
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tk.setCheckbox()
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}
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me.myTree.SendUserEvent(tk.node)
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case widget.Button:
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me.myTree.SendFromUser(tk.node)
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case widget.Combobox:
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tk.showDropdown()
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case widget.Dropdown:
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tk.showDropdown()
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case widget.Textbox:
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tk.showTextbox()
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case widget.Flag:
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tk.dropdownClicked(w, h)
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case widget.Stdout:
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tk.dumpWidget("stdout click()")
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default:
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tk.dumpWidget("undef click()")
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}
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}
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// sends the mouse click to a widget underneath
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func clickOLD(g *gocui.Gui, v *gocui.View) error {
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mouseW, mouseH := me.baseGui.MousePosition()
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w := mouseW
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h := mouseH
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// Flag widgets (dropdown menus, etc) are the highest priority. ALWAYS SEND MOUSE CLICKS THERE FIRST
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for _, tk := range findByXY(w, h) {
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if tk.node.WidgetType == widget.Flag {
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tk.doWidgetClick(w, h)
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return nil
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}
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}
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// Button widgets
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for _, tk := range findByXY(w, h) {
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if tk.node.WidgetType == widget.Button {
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tk.doWidgetClick(w, h)
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return nil
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}
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}
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for _, tk := range findByXY(w, h) {
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// will show you everything found on a mouse click. great for debugging!
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// tk.dumpWidget("click()")
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if tk.node.WidgetType == widget.Stdout {
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// don't send clicks to the stdout debugging window
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continue
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}
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tk.doWidgetClick(w, h)
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return nil
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}
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log.Log(GOCUI, "click() nothing was at:", v.Name(), mouseW, mouseH)
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return nil
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/*
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// not sure what SetCurrentView() does right now. it was here before
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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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*/
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}
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