1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
|
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"
)
// 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
}
}
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
}
}
}
|