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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.flag = Config.rootNode.newNode("stdout", 0, nil)
	Config.flag.WidgetType = toolkit.Stdout

	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 (a.ActionType == toolkit.UserQuit) {
				log(logNow, "doUserEvent() node =", n.id, n.Name, "User sent Quit()")
				n.doCustom()
				exit("wit/gui toolkit.UserQuit")
				break
			}
			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, "LoadToolkit() START for name =", name)
	plug := initPlugin(name)
	if (plug == nil) {
		return n
	}

	log(logInfo, "LoadToolkit() sending InitToolkit action to the plugin channel")
	var a toolkit.Action
	a.ActionType = toolkit.InitToolkit
	plug.pluginChan <- a
	sleep(.5) // temp hack until chan communication is setup

	// TODO: find a new way to do this that is locking, safe and accurate
	Config.rootNode.redraw(plug)
	log(logInfo, "LoadToolkit() END for name =", name)
	return n
}

func (n *Node) CloseToolkit(name string) bool {
	log(logInfo, "CloseToolkit() for name =", name)
	for _, plug := range allPlugins {
		log(debugGui, "CloseToolkit() found", plug.name)
		if (plug.name == name) {
			log(debugNow, "CloseToolkit() sending close", name)
			var a toolkit.Action
			a.ActionType = toolkit.CloseToolkit
			plug.pluginChan <- a
			sleep(.5)
			return true
		}
	}
	return false
}

// 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
}

// try to load andlabs, if that doesn't work, fall back to the console
func (n *Node) Default() *Node {
	// 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") == "") {
		if (n.LoadToolkit("gocui") == nil) {
			log(logError, "New() failed to load gocui")
		}
		return n
	}
	if (n.LoadToolkit("andlabs") != nil) {
		return n
	}
	n.LoadToolkit("gocui")
	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, plug := range allPlugins {
		log("NewButton()", i, plug)
	}
	exit(0)
}