package gui /* This is where the communication to the toolkit plugin happens. We copy the current values from the widget node of the binary tree and send an "action" to the toolkit over a channel. TODO: use protobuf */ import ( "errors" "go.wit.com/log" "go.wit.com/widget" ) func (n *Node) SetVisable(b bool) { n.visable = b } // returns true if the window is not visable to the user // in which case events are not sent to the toolkit func (n *Node) WindowVisable() bool { if n == nil { return true } if n.WidgetType == widget.Window { return n.visable } if n.parent == nil { return true } else { return n.parent.WindowVisable() } return true } // 2024/01/11 finally moving to type any. simplify to just 'value' // 2023/05/09 pretty clean // 2023/04/06 Queue() is also being used and channels are being used. func sendAction(n *Node, atype widget.ActionType) { if n == nil { log.Error(errors.New("Sending Action on n = nil")) log.Warn("Sending Action on n = nil") return } n.mu.Lock() defer n.mu.Unlock() // log.Warn("SENDING ACTION STRINGS n.Strings", n.strings, n.id, n.WidgetType, n.GetProgName()) // if the widget is hidden, don't send actions to the plugin /* if n.hidden { if atype == widget.Hide { // well, unless this is a Hide action, then inform the toolkit log.Warn("SENDING HIDDEN ACTION. IS THIS A WINDOW?", n.GetProgName(), atype) } else { log.Warn("NOT SENDING HIDDEN ACTION", n.GetProgName(), atype) // return } } */ // this checks to see if the window is show in the toolkit. If it is not, // then don't send any events. Unless it is a window widget, then send events if n.WidgetType != widget.Window { if !n.WindowVisable() { log.Warn("NOT SENDING ACTION. Window is not visable", n.id, n.WidgetType, n.GetProgName()) return } } var a widget.Action a.ActionType = atype // These should be "stable" at this point (2024/01/13) a.WidgetId = n.id // set state a.State.ProgName = n.progname a.State.Label = n.label a.State.Value = n.value a.State.Checked = n.checked a.State.Visable = n.visable a.State.Pad = n.pad a.State.Expand = n.expand a.State.Borderless = n.borderless a.State.Direction = n.direction for s, _ := range n.strings { a.State.Strings = append(a.State.Strings, s) } // log.Warn("SENDING ACTION STRINGS a.Strings", a.Strings) // log.Warn("SENDING ACTION a.State.Value", a.State.Value) a.State.Range.Low = n.X a.State.Range.High = n.Y a.ProgName = n.progname a.Value = n.value a.Direction = n.direction // These should be improved/deprecated based on the gui/widget docs a.X = n.X a.Y = n.Y a.State.GridOffset.X = n.AtW a.State.GridOffset.Y = n.AtH if n.parent != nil { a.ParentId = n.parent.id } a.WidgetType = n.WidgetType sendActionToPlugin(&a) } // sends the action/event to each toolkit via a golang plugin channel func sendActionToPlugin(a *widget.Action) { for _, aplug := range allPlugins { log.Warn("send to toolkit =", aplug.name, "Action type=", a.ActionType, a.WidgetId) if aplug.pluginChan == nil { log.Warn("Action() retrieving the aplug.PluginChannel()", aplug.name) aplug.pluginChan = aplug.PluginChannel() log.Warn("Action() retrieved", aplug.pluginChan) } log.Verbose("Action() SEND to pluginChan", aplug.name, a.ActionType, a.WidgetType, a.WidgetId, a.ProgName) aplug.pluginChan <- *a // added during debugging. might be a good idea in general for a tactile experience // start playing with this if a.ActionType == widget.Hide { // log.Sleep(.001) // this delay makes it so SetText() works on initial widget creation } else { // 2024/12/16 still leaving this as I'm not sure binary tree access is actually // safe (thread safe, correct locking, etc). I think it is. Things seem stable // sync.Mutex() locks don't appear to work somehow in a way I don't understand // it's probably due to []string use. use map[] instead log.Sleep(.000001) // this delay makes it so SetText() works on initial widget creation // log.Sleep(.002) // this delay makes it so SetText() works on initial widget creation } } }