package gui // Common actions for widgets like 'Enable' or 'Hide' import ( "go.wit.com/log" "go.wit.com/widget" ) // functions for handling text related GUI elements func (n *Node) Show() *Node { if !n.Ready() { return n } if !n.Hidden() { return n } n.visable = true n.hidden = false n.changed = true if n.WidgetType == widget.Window { log.Log(CHANGE, "Show() on a hidden window", n.progname) log.Log(NOW, "Show() TO FIX: this is doing TestDraw()") n.TestDraw() return n } // inform the toolkits sendAction(n, widget.Show) return n } func (n *Node) Hide() *Node { if !n.Ready() { return n } if n.WidgetType == widget.Window { log.Log(CHANGE, "Hide() on a window", n.progname) log.Log(CHANGE, "Hide() this needs to do destroy() ?") n.destroy() n.hidden = true n.visable = false n.changed = true return nil } n.hidden = true n.changed = true // inform the toolkits sendAction(n, widget.Hide) return n } // enables a widget so the user can see it and work/click/etc on it // by default, widgets are enabled when they are created func (n *Node) Enable() *Node { if !n.Ready() { return n } // if n.enabled { return n } n.enabled = true n.changed = true // inform the toolkits sendAction(n, widget.Enable) return n } // disables a widget so the user can see it, but can not // interact or change it. func (n *Node) Disable() *Node { if !n.Ready() { return n } // if ! n.enabled { return n } n.enabled = false n.changed = true // inform the toolkits sendAction(n, widget.Disable) return n } func (n *Node) Bool() bool { if !n.Ready() { return false } switch n.WidgetType { case widget.Checkbox: return n.checked default: } return widget.GetBool(n.value) } func (n *Node) Int() int { if !n.Ready() { return -1 } return widget.GetInt(n.value) } func (n *Node) SetBool(b bool) { switch n.WidgetType { case widget.Checkbox: n.checked = b n.value = b default: log.Warn("WidgetType not bool", n.WidgetType, n.id) } } func (n *Node) SetInt(i int) { switch n.WidgetType { default: n.value = i // log.Warn("WidgetType not bool", n.WidgetType, n.id) } } func (n *Node) String() string { if !n.Ready() { return "" } switch n.WidgetType { case widget.Window: return n.label case widget.Button: return n.label case widget.Group: return n.label case widget.Label: return n.label default: } return widget.GetString(n.value) } func (n *Node) Strings() []string { if !n.Ready() { return nil } var tmp []string for s, _ := range n.strings { tmp = append(tmp, s) } return tmp } func (n *Node) destroy() { if !n.Ready() { return } n.enabled = false n.changed = true log.Log(CHANGE, "destroy()", n.WidgetType, n.id, n.GetProgName()) // inform the toolkits sendAction(n, widget.Delete) return } // appends text to the existing text // TODO: this is an experiement func (n *Node) AppendText(str string) { if !n.Ready() { return } tmp := widget.GetString(n.value) + str n.value = tmp n.changed = true // inform the toolkits sendAction(n, widget.SetText) } // should get the reference name used for programming and debugging /* TODO: ensure these are unique and make a way to look them up myButton = myGroup.NewButton("hit ball", nil).SetName("HIT") myButton.GetName() should return "HIT" n = Find("HIT") should return myButton */ func (n *Node) SetProgName(s string) *Node { if !n.Ready() { return n } if n.progname == s { // don't do anything since nothing changed return n } n.changed = true n.progname = s return n } func (n *Node) GetProgName() string { if !n.Ready() { return "" } return n.progname } func (n *Node) Margin() *Node { if !n.Ready() { return n } if n.margin { return n } n.margin = true n.changed = true log.Log(INFO, "Margin()", n.WidgetType, n.progname) // inform the toolkits sendAction(n, widget.Margin) return n } func (n *Node) Unmargin() *Node { if !n.Ready() { return n } if !n.margin { return n } n.margin = false n.changed = true // inform the toolkits sendAction(n, widget.Unmargin) return n } func (n *Node) Pad() *Node { if !n.Ready() { return n } if n.pad == true { return n } // nothing changed n.pad = true n.changed = true log.Log(INFO, "Pad()", n.WidgetType, n.progname) // inform the toolkits sendAction(n, widget.Pad) return n } func (n *Node) Unpad() *Node { if !n.Ready() { return n } if n.pad == false { return n } // nothing changed n.pad = false n.changed = true // inform the toolkits sendAction(n, widget.Unpad) return n } func (n *Node) Expand() *Node { if !n.Ready() { return n } if n.expand == true { return n } // nothing changed n.expand = true n.changed = true // inform the toolkits sendAction(n, widget.SetExpand) return n } func (n *Node) SetExpand(b bool) *Node { if !n.Ready() { return n } if n.expand == b { return n } // nothing changed n.expand = b n.changed = true // inform the toolkits sendAction(n, widget.SetExpand) return n } // is the widget currently viewable? func (n *Node) Hidden() bool { if !n.Ready() { return false } return n.hidden } func (n *Node) Ready() bool { if n == nil { log.Log(NOW, "Ready() got node == nil. TODO: find code trace to here") panic("ready got nil") // TODO: figure out if you can identify the code trace // to help find the root cause return false } return true } // returns the root of the binary tree // change the names to 'Tree' as I think the name is better func TreeRoot() *Node { return me.rootNode } // // // DEPRECATE / REDO / SORT OUT THIS STUFF // // /* // string handling examples that might be helpful for normalizeInt() isAlpha := regexp.MustCompile(`^[A-Za-z]+$`).MatchString for _, username := range []string{"userone", "user2", "user-three"} { if !isAlpha(username) { log.Log(GUI, "%q is not valid\n", username) } } const alpha = "abcdefghijklmnopqrstuvwxyz" func alphaOnly(s string) bool { for _, char := range s { if !strings.Contains(alpha, strings.ToLower(string(char))) { return false } } return true } func normalizeInt(s string) string { // reg, err := regexp.Compile("[^a-zA-Z0-9]+") reg, err := regexp.Compile("[^0-9]+") if err != nil { log.Log(GUI, "normalizeInt() regexp.Compile() ERROR =", err) return s } clean := reg.ReplaceAllString(s, "") log.Log(GUI, "normalizeInt() s =", clean) return clean } */