package main /* These code should be common to all gui plugins There are some helper functions that are probably going to be the same everywhere. Mostly due to handling the binary tree structure and the channel communication For now, it's just a symlink to the 'master' version in ./toolkit/nocui/common.go */ import ( "git.wit.org/wit/gui/toolkit" ) // this is the channel that sends the events from the user clicking or typing // back to the program using this golang package var callback chan toolkit.Action type node struct { parent *node children []*node WidgetId int // widget ID WidgetType toolkit.WidgetType ParentId int // parent ID Name string Text string // This is how the values are passed back and forth // values from things like checkboxes & dropdown's B bool I int S string A any // switch to this or deprecate this? pros/cons? // This is used for things like a slider(0,100) X int Y int // This is for the grid size & widget position W int H int AtW int AtH int vals []string // dropdown menu items // horizontal=true means layout widgets like books on a bookshelf // horizontal=false means layout widgets like books in a stack horizontal bool `default:false` hasTabs bool // does the window have tabs? currentTab bool // the visible tab // the internal plugin toolkit structure // in the gtk plugin, it has gtk things like margin & border settings // in the text console one, it has text console things like colors for menus & buttons tk *guiWidget } // searches the binary tree for a WidgetId func (n *node) findWidgetId(id int) *node { if (n == nil) { return nil } if n.WidgetId == id { return n } for _, child := range n.children { newN := child.findWidgetId(id) if (newN != nil) { return newN } } return nil } func addWidget(a *toolkit.Action) *node { n := new(node) n.WidgetType = a.WidgetType n.WidgetId = a.WidgetId n.ParentId = a.ParentId // copy the data from the action message n.Name = a.Name n.Text = a.Text n.I = a.I n.S = a.S n.B = a.B n.X = a.X n.Y = a.Y n.W = a.W n.H = a.H n.AtW = a.AtW n.AtH = a.AtH // store the internal toolkit information n.tk = new(guiWidget) if (a.WidgetType == toolkit.Root) { log(logInfo, "addWidget() Root") return n } if (me.rootNode.findWidgetId(a.WidgetId) != nil) { log(logError, "addWidget() WidgetId already exists", a.WidgetId) return me.rootNode.findWidgetId(a.WidgetId) } // add this new widget on the binary tree n.parent = me.rootNode.findWidgetId(a.ParentId) if n.parent != nil { n.parent.children = append(n.parent.children, n) } return n } func (n *node) doUserEvent() { if (callback == nil) { log(logError, "doUserEvent() callback == nil", n.WidgetId) return } var a toolkit.Action a.WidgetId = n.WidgetId a.Name = n.Name a.Text = n.Text a.S = n.S a.I = n.I a.B = n.B a.ActionType = toolkit.User log(logInfo, "doUserEvent() START: send a user event to the callback channel") callback <- a log(logInfo, "doUserEvent() END: sent a user event to the callback channel") return } func addNode(a *toolkit.Action) *node { n := new(node) n.WidgetType = a.WidgetType n.WidgetId = a.WidgetId n.ParentId = a.ParentId // copy the data from the action message n.Name = a.Name n.Text = a.Text n.I = a.I n.S = a.S n.B = a.B n.X = a.X n.Y = a.Y n.W = a.W n.H = a.H n.AtW = a.AtW n.AtH = a.AtH // store the internal toolkit information n.tk = initWidget(n) // n.tk = new(guiWidget) if (a.WidgetType == toolkit.Root) { log(logInfo, "addNode() Root") return n } if (me.rootNode.findWidgetId(a.WidgetId) != nil) { log(logError, "addNode() WidgetId already exists", a.WidgetId) return me.rootNode.findWidgetId(a.WidgetId) } // add this new widget on the binary tree n.parent = me.rootNode.findWidgetId(a.ParentId) if n.parent != nil { n.parent.children = append(n.parent.children, n) //w := n.tk //w.parent = n.parent.tk //w.parent.children = append(w.parent.children, w) } return n }