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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 (
	"go.wit.com/log"
	"go.wit.com/gui/widget"
)

// 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 {
		return
	}
	if n.hidden {
		return
	}

	var a widget.Action
	a.ActionType = atype

	// These should be "stable" at this point (2024/01/13)
	a.WidgetId = n.id
	a.ProgName = n.progname
	a.Value = n.value
	a.Direction = n.direction
	a.Strings = n.strings

	// These should be improved/deprecated based on the gui/widget docs
	a.X = n.X
	a.Y = n.Y

	a.AtW = n.AtW
	a.AtH = 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.Log(PLUG, "Action() aplug =", aplug.name, "Action type=", a.ActionType)
		if (aplug.pluginChan == nil) {
			log.Info("Action() retrieving the aplug.PluginChannel()", aplug.name)
			aplug.pluginChan = aplug.PluginChannel()
			log.Info("Action() retrieved", aplug.pluginChan)
		}
		log.Info("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
		log.Sleep(.02) // this delay makes it so SetText() works on initial widget creation
	}
}