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path: root/common.go
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package gui

// Common actions for widgets like 'Enable' or 'Hide'

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

// functions for handling text related GUI elements

func (n *Node) Show() *Node {
	if ! n.Ready() { return n }
	if ! n.Hidden() { return n }

	n.hidden = false
	n.changed = true

	// inform the toolkits
	sendAction(n, widget.Show)
	return n
}

func (n *Node) Hide() *Node {
	if ! n.Ready() { return n }
	if n.Hidden() { return n }

	n.hidden = true
	n.changed = true
	// inform the toolkits
	sendAction(n, widget.Hide)
	return n
}

// enables a widget so the user can see it and work/click/etc on it
// by default, widgets are enabled when they are created
func (n *Node) Enable() *Node {
	if ! n.Ready() { return n }
	// if n.enabled { return n }

	n.enabled = true
	n.changed = true

	// inform the toolkits
	sendAction(n, widget.Enable)
	return n
}

// disables a widget so the user can see it, but can not
// interact or change it.
func (n *Node) Disable() *Node {
	if ! n.Ready() { return n }
	// if ! n.enabled { return n }

	n.enabled = false
	n.changed = true

	// inform the toolkits
	sendAction(n, widget.Disable)
	return n
}


// add a new text string to widgets that support
// multiple string values
// These must be unique. return false if the string already exists
func (n *Node) AddText(str string) bool {
	if ! n.Ready() { return false }
	log.Log(CHANGE, "AddText() value =", str)

	n.value = str
	// TODO: make sure these are unique
	n.strings = append(n.strings, str)

	// inform the toolkits
	sendAction(n, widget.AddText)
	return true
}


// appends text to the existing text
// TODO: this is an experiement
func (n *Node) AppendText(str string) {
	if ! n.Ready() { return }
	tmp := widget.GetString(n.value) + str
	n.value = tmp
	n.changed = true

	// inform the toolkits
	sendAction(n, widget.SetText)
}

// THESE TWO FUNCTIONS ARE TERRIBLY NAMED AND NEED TO BE FIXED
// 5 seconds worth of ideas:
// Value() ?
// Progname() Reference() ?
// 2024/01/13 the names are starting to grow on me and make it clearer to code against

// get a string from the widget
func (n *Node) GetText() string {
	if ! n.Ready() { return "" }
	return widget.GetString(n.value)
}

// get a string from the widget
func (n *Node) GetInt() int {
	if ! n.Ready() { return -1 }
	return widget.GetInt(n.value)
}

// get a string from the widget
func (n *Node) GetBool() bool {
	if ! n.Ready() { return false}
	return widget.GetBool(n.value)
}

// should get the reference name used for programming and debugging
func (n *Node) SetProgName(s string) {
	if ! n.Ready() { return }

	if n.progname == s {
		// don't do anything since nothing changed
		return
	}

	n.changed = true
	n.progname = s
	return
}

/*
	TODO: ensure these are unique and make a way to look them up
	myButton = myGroup.NewButton("hit ball", nil).SetName("HIT")
	myButton.GetName() should return "HIT"
	n = Find("HIT") should return myButton
*/
func (n *Node) GetProgName() string {
	if ! n.Ready() { return "" }
	return n.progname
}

/*
func commonCallback(n *Node) {
	// TODO: make all of this common code to all the widgets
	// This might be common everywhere finally (2023/03/01)
	if (n.Custom == nil) {
		log.Log(CHANGE, "Not Running n.Custom(n) == nil")
	} else {
		log.Log(CHANGE, "Running n.Custom(n)")
		n.Custom()
	}
}
*/

func (n *Node) Margin() *Node {
	if ! n.Ready() { return n }
	if n.margin { return n }

	n.margin = true
	n.changed = true

	// inform the toolkits
	sendAction(n, widget.Margin)
	return n
}

func (n *Node) Unmargin() *Node {
	if ! n.Ready() { return n }
	if ! n.margin { return n }

	n.margin = false
	n.changed = true

	// inform the toolkits
	sendAction(n, widget.Unmargin)
	return n
}

func (n *Node) Pad() *Node {
	if ! n.Ready() { return n }
	if n.pad == true { return n } // nothing changed

	n.pad = true
	n.changed = true

	// inform the toolkits
	sendAction(n, widget.Pad)
	return n
}

func (n *Node) Unpad() *Node {
	if ! n.Ready() { return n }
	if n.pad == false { return n } // nothing changed

	n.pad = false
	n.changed = true

	// inform the toolkits
	sendAction(n, widget.Unpad)
	return n
}

func (n *Node) Expand() *Node {
	if ! n.Ready() { return n }
	if n.expand == true { return n } // nothing changed

	n.expand = true
	n.changed = true

	// inform the toolkits
	sendAction(n, widget.SetExpand)
	return n
}

func (n *Node) SetExpand(b bool) *Node {
	if ! n.Ready() { return n }
	if n.expand == b { return n } // nothing changed

	n.expand = b
	n.changed = true

	// inform the toolkits
	sendAction(n, widget.SetExpand)
	return n
}

// is the widget currently viewable?
func (n *Node) Hidden() bool {
	if ! n.Ready() { return false }
	return n.hidden
}

func (n *Node) Ready() bool {
	if n == nil {
		log.Warn("Ready() got node == nil")
		// TODO: figure out if you can identify the code trace
		// to help find the root cause
		return false
	}
	return true
}

//
//
// DEPRECATE / REDO / SORT OUT THIS STUFF
//
//

// This should not really do anything. as per the docs, the "Standard()" way
// should be the default way
/*
func (n *Node) Standard() *Node {
	log.Warn("Standard() not implemented yet")
	return n
}

func (n *Node) SetMargin() *Node {
	log.Warn("DoMargin() not implemented yet")
	return n
}
*/

/*
func (n *Node) Window(title string) *Node {
	log.Warn("Window()", n)
	return n.NewWindow(title)
}
*/

/*
func (n *Node) Add(str string) {
	log.Log(GUI, "gui.Add() value =", str)

	n.value = str

	// inform the toolkits
	sendAction(n, widget.Add)
}
*/

/*
func (n *Node) SetNext(w int, h int) {
	n.NextW = w
	n.NextH = h
	log.Info("SetNext() w,h =", n.NextW, n.NextH)
}
*/

/*
// string handling examples that might be helpful for normalizeInt()
isAlpha := regexp.MustCompile(`^[A-Za-z]+$`).MatchString

for _, username := range []string{"userone", "user2", "user-three"} {
    if !isAlpha(username) {
        log.Log(GUI, "%q is not valid\n", username)
    }
}

const alpha = "abcdefghijklmnopqrstuvwxyz"

func alphaOnly(s string) bool {
   for _, char := range s {
      if !strings.Contains(alpha, strings.ToLower(string(char))) {
         return false
      }
   }
   return true
}
*/

func normalizeInt(s string) string {
	// reg, err := regexp.Compile("[^a-zA-Z0-9]+")
	reg, err := regexp.Compile("[^0-9]+")
	if err != nil {
		log.Log(GUI, "normalizeInt() regexp.Compile() ERROR =", err)
		return s
	}
	clean := reg.ReplaceAllString(s, "")
	log.Log(GUI, "normalizeInt() s =", clean)
	return clean
}