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package gui

import "image/color"
import "golang.org/x/image/font"

import "github.com/andlabs/ui"
import _ "github.com/andlabs/ui/winmanifest"

//
// All GUI Data Structures and functions that are external
// If you need cross platform support, these might only
// be the safe way to interact with the GUI
//
var Data	GuiData
var Config	GuiConfig

type GuiConfig struct {
	Width		int
	Height		int
	Debug		bool
	DebugTable	bool
}

type GuiData struct {
	// a fallback default function to handle mouse events 
	// if nothing else is defined to handle them
	MouseClick	func(*GuiButton)

	// A map of all the entry boxes
	AllEntries	[]*GuiEntry
	Windows		[]*GuiWindow
	WindowMap	map[string]*GuiWindow

	// A map of all buttons everywhere on all
	// windows, all tabs, across all goroutines
	// This is "GLOBAL"
	//
	// This has to work this way because of how
	// andlabs/ui & andlabs/libui work
	AllButtons	[]*GuiButton
	buttonMap	map[*ui.Button]*GuiButton
}

//
// stores information on the 'window'
//
// This merges the concept of andlabs/ui *Window and *Tab
//
// More than one Window is not supported in a cross platform
// sense & may never be. On Windows and MacOS, you have to have
// 'tabs'. Even under Linux, more than one Window is currently
// unstable
//
// This code will make a 'GuiWindow' regardless of if it is
// a stand alone window (which is more or less working on Linux)
// or a 'tab' inside a window (which is all that works on MacOS
// and MSWindows.
//
// This struct keeps track of what is in the window so you
// can destroy and replace it with something else
//
type GuiWindow struct {
	Name		string		// field for human readable name
	Width		int
	Height		int
	Axis		int		// does it add items to the X or Y axis
	TabNumber	int		// the andlabs/ui tab index

	// the callback function to make the window contents
	MakeWindow	func(*GuiWindow) *GuiBox

	// the components of the window
	BoxMap		map[string]*GuiBox
	EntryMap	map[string]*GuiEntry
	Area		*GuiArea

	// andlabs/ui abstraction mapping
	UiWindow	*ui.Window
	UiTab		*ui.Tab		// if this != nil, the window is 'tabbed'
}

// GuiBox is any type of ui.Hbox or ui.Vbox
// There can be lots of these for each GuiWindow
type GuiBox struct {
	Name		string		// field for human readable name
	Axis		int		// does it add items to the X or Y axis 
	Window		*GuiWindow	// the parent Window

	// andlabs/ui abstraction mapping
	UiBox		*ui.Box
}

// Note: every mouse click is handled
// as a 'Button' regardless of where
// the user clicks it. You could probably
// call this 'GuiMouseClick'
type GuiButton struct {
	Name		string		// field for human readable name
	Box		*GuiBox		// what box the button click was in

	// a callback function for the main application
	Custom		func (*GuiButton)
	Values		interface {}
	Color		color.RGBA

	// andlabs/ui abstraction mapping
	B		*ui.Button
	FB		*ui.FontButton
	CB		*ui.ColorButton
}

// text entry fields
type GuiEntry struct {
	Name		string		// field for human readable name
	Edit		bool
	Last		string		// the last value
	Normalize	func (string) string // function to 'normalize' the data

	B		*GuiButton
	Box		*GuiBox

	// andlabs/ui abstraction mapping
	UiEntry		*ui.Entry
}

//
// AREA STRUCTURES START
// AREA STRUCTURES START
// AREA STRUCTURES START
//
type GuiArea struct{
	Button		*GuiButton // what button handles mouse events
	Box		*GuiBox

	UiAttrstr	*ui.AttributedString
	UiArea		*ui.Area
}

type FontString struct {
	S		string
	Size		int
	F		font.Face
	W		font.Weight
}
//
// AREA STRUCTURES END
// AREA STRUCTURES END
// AREA STRUCTURES END
//

//
// TABLE DATA STRUCTURES START
// TABLE DATA STRUCTURES START
// TABLE DATA STRUCTURES START
//

//
// This is the structure that andlabs/ui uses to pass information
// to the GUI. This is the "authoritative" data.
//
type TableData struct {
	RowCount		int			// This is the number of 'rows' which really means data elements not what the human sees
	RowWidth		int			// This is how wide each row is
	Rows			[]RowData		// This is all the table data by row
	generatedColumnTypes	[]ui.TableValue		// generate this dynamically

	Cells			[20]CellData
	Human			[20]HumanMap

	Box			*GuiBox

	lastRow			int
	lastColumn		int
}

//
// This maps the andlabs/ui & libui components into a "human"
// readable cell reference list. The reason is that there
// are potentially 3 values for each cell. The Text, the Color
// and an image. These are not always needed so the number
// of fields varies between 1 and 3. Internally, the toolkit
// GUI abstraction needs to list all of them, but it's then
// hard to figure out which column goes with the columns that
// you see when you visually are looking at it like a spreadsheet
//
// This makes a map so that we can say "give me the value at
// row 4 and column 2" and find the fields that are needed
//
// TODO: re-add images and the progress bar (works in andlabs/ui)
//
type HumanCellData struct {
	Name		string			// what kind of row is this?
	Text		string
	TextID		int
	Color		color.RGBA
	ColorID		int
	Button		*GuiButton
}

type HumanMap struct {
	Name		string			// what kind of row is this?
	TextID		int
	ColorID		int
}

type TableColumnData struct {
	Index		int
	CellType	string
	Heading		string
	Color		string
}

type CellData struct {
	Index		int
	HumanID		int
	Name		string			// what type of cell is this?
}

// hmm. will this stand the test of time?
type RowData struct {
	Name		string			// what kind of row is this?
	Status		string			// status of the row?
/*
	// TODO: These may or may not be implementable
	// depending on if it's possible to detect the bgcolor or what row is selected
	click		func()			// what function to call if the user clicks on it
	doubleclick	func()			// what function to call if the user double clicks on it
*/
	HumanData	[20]HumanCellData
}

//
// TABLE DATA STRUCTURES END
//