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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"
)

// 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
		}
	}
}