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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 (
"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"))
return
}
n.mu.Lock()
defer n.mu.Unlock()
// log.Log(PLUG, "SENDING ACTION STRINGS n.Strings", n.strings, n.id, n.WidgetType, n.GetProgName())
// 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.Log(INFO, "Not sending action to widget. 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)
}
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.Log(PLUG, "send to toolkit =", aplug.name, "Action type=", a.ActionType, a.WidgetId)
if aplug.pluginChan == nil {
log.Log(PLUG, "Action() retrieving the aplug.PluginChannel()", aplug.name)
aplug.pluginChan = aplug.PluginChannel()
log.Log(PLUG, "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
}
}
}
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