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package gui
import (
"os"
// "embed" // reminder to not attempt this within the 'wit/gui' package
"git.wit.org/wit/gui/toolkit"
)
// TODO: make a fake 'plugin' channel of communication to andlabs for mswindows
// Windows doesn't support plugins. How can I keep andlabs and only compile it on windows?
// https://forum.heroiclabs.com/t/setting-up-goland-to-compile-plugins-on-windows/594/5
// import toolkit "git.wit.org/wit/gui/toolkit/andlabs"
const Xaxis = 0 // stack things horizontally
const Yaxis = 1 // stack things vertically
/*
// TODO: 2023/03/03 rethink how to get a plugin or figure out how
// golang packages can include a binary. Pull from /usr/go/go-gui/ ?
// may this plugin work when all other plugins fail
// if this is in the plugin, the packages can't work with go.mod builds
# don't do this in the plugin // go:embed /usr/lib/go-gui/toolkit/gocui.so
# don't do this in the plugin var res embed.FS
*/
func init() {
log("init() has been run")
Config.counter = 0
Config.prefix = "wit"
Config.Width = 640
Config.Height = 480
// Populates the top of the binary tree
Config.rootNode = addNode("guiBinaryTree")
Config.rootNode.WidgetType = toolkit.Root
// used to pass debugging flags to the toolkit plugins
Config.flag = Config.rootNode.newNode("flag", 0, nil)
Config.flag.WidgetType = toolkit.Flag
Config.guiChan = make(chan toolkit.Action, 1)
go watchCallback()
}
func watchCallback() {
log(logInfo, "watchCallback() START")
for {
log(logNow, "watchCallback() restarted select for toolkit user events")
select {
case a := <-Config.guiChan:
n := Config.rootNode.FindId(a.WidgetId)
if (n == nil) {
log(logError, "watchCallback() UNKNOWN widget id =", a.WidgetId, a.Name)
} else {
log(logNow, "watchCallback() FOUND widget id =", n.id, n.Name)
n.doUserEvent(a)
}
// this maybe a good idea?
// TODO: Throttle user events somehow
sleep(.1)
}
}
}
func (n *Node) doCustom() {
log(logNow, "doUserEvent() widget =", n.id, n.Name, n.WidgetType, n.B)
if (n.Custom == nil) {
log(debugError, "Custom() = nil. SKIPPING")
return
}
go n.Custom()
}
func (n *Node) doUserEvent(a toolkit.Action) {
log(logNow, "doUserEvent() node =", n.id, n.Name)
switch n.WidgetType {
case toolkit.Checkbox:
n.B = a.B
log(logNow, "doUserEvent() node =", n.id, n.Name, "set to:", n.B)
n.doCustom()
case toolkit.Button:
log(logNow, "doUserEvent() node =", n.id, n.Name, "button clicked")
n.doCustom()
case toolkit.Combobox:
n.S = a.S
log(logNow, "doUserEvent() node =", n.id, n.Name, "set to:", n.S)
n.doCustom()
case toolkit.Dropdown:
n.S = a.S
log(logNow, "doUserEvent() node =", n.id, n.Name, "set to:", n.S)
n.doCustom()
case toolkit.Textbox:
n.S = a.S
log(logNow, "doUserEvent() node =", n.id, n.Name, "set to:", n.S)
n.doCustom()
case toolkit.Spinner:
n.I = a.I
log(logNow, "doUserEvent() node =", n.id, n.Name, "set to:", n.I)
n.doCustom()
case toolkit.Slider:
n.I = a.I
log(logNow, "doUserEvent() node =", n.id, n.Name, "set to:", n.I)
n.doCustom()
case toolkit.Window:
log(logNow, "doUserEvent() node =", n.id, n.Name, "window closed")
n.doCustom()
default:
log(logNow, "doUserEvent() type =", n.WidgetType)
}
}
func (n *Node) LoadToolkit(name string) *Node {
log(logInfo, "Start() Main(f) for name =", name)
if (FindPlugin(name) == nil) {
return n
}
return n
}
// There should only be one of these per application
// This is due to restrictions by being cross platform
// some toolkit's on some operating systems don't support more than one
// Keep things simple. Do the default expected thing whenever possible
func New() *Node {
return Config.rootNode
}
func (n *Node) Default() *Node {
if (FindPlugin("gocui") == nil) {
log(logError, "New() failed to load gocui")
}
// if DISPLAY isn't set, return since gtk can't load
// TODO: figure out how to check what to do in macos and mswindows
if (os.Getenv("DISPLAY") == "") {
return n
}
if (FindPlugin("andlabs") == nil) {
log(logError, "New() failed to load andlabs")
}
return n
}
// The window is destroyed but the application does not quit
func (n *Node) StandardClose() {
log(debugGui, "wit/gui Standard Window Close. name =", n.Name)
log(debugGui, "wit/gui Standard Window Close. n.Custom exit =", n.Custom)
}
// The window is destroyed and the application exits
// TODO: properly exit the plugin since Quit() doesn't do it
func StandardExit() {
log("wit/gui Standard Window Exit. running os.Exit()")
log("StandardExit() attempt to exit each toolkit plugin")
for i, aplug := range allPlugins {
log("NewButton()", i, aplug)
}
exit(0)
}
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