blob: 1013033550f80aedf8524f24f968460d180ebccf (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
|
package gui
import "image/color"
import "golang.org/x/image/font"
import "github.com/andlabs/ui"
import _ "github.com/andlabs/ui/winmanifest"
import pb "git.wit.com/wit/witProtobuf"
//
// 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
type GuiData struct {
State string // used like a state machine
// a fallback default function to handle mouse events
// if nothing else is defined to handle them
MouseClick func(*GuiButton)
// passes in all the User accounts from the cloud-control-panel config file
Config *pb.Config
// general information on the App
// move all this to Config (?)
Version string
GitCommit string
GoVersion string
Buildtime string
HomeDir string
Debug bool
DebugTable bool
// official hostname and IPv6 address for this box
// also move all this to Config (?)
Hostname string
IPv6 string
// A map of all the entry boxes
AllEntries []*GuiEntry
Windows []*GuiWindow
// A map of all buttons everywhere on all
// windows, all tabs, across all goroutines
// This is "GLOBAL"
AllButtons []*GuiButton
ButtonMap map[*GuiButton][]func (*GuiButton)
EntryNick *ui.Entry
EntryUser *ui.Entry
EntryPass *ui.Entry
}
// stores information on 'the' window
// 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 keep track of if the windows is 'tabbed' or
// not. You can draw one thing in the window, then destroy
// that, then redraw the window with something else
//
// This struct keeps track of what is in the window so you
// can destroy and replace it with something else
//
type GuiWindow struct {
Action string
// Area *GuiArea // should be moved to GuiBox
BoxMap map[string]*GuiBox
Width int
Height int
UiWindow *ui.Window
UiTab *ui.Tab // if this != nil, the window is 'tabbed'
}
// 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 {
Action string // what type of button
Box *GuiBox // what box the button click was in
Area *GuiArea // indicates the button click was in an Area
GW *GuiWindow // what window the button click was in (redundant?)
Account *pb.Account // associated with what account?
VM *pb.Event_VM // associated with which VM?
// a callback function for the main application
custom func (*GuiButton)
// andlabs/ui abstraction mapping
B *ui.Button
FB *ui.FontButton
A *ui.Area // should be deprecated
W *ui.Window // should be deprecated
T *ui.Tab // should be deprecated
}
type GuiBox struct {
W *GuiWindow
EntryMap map[string]*GuiEntry
Area *GuiArea
UiBox *ui.Box
}
type GuiEntry struct {
Action string // what type of button
Edit bool
Last string // the last value
Normalize func (string) string // function to 'normalize' the data
B *GuiButton
Account *pb.Account
VM *pb.Event_VM
E *ui.Entry
W *ui.Window // should be moved to *GuiWindow or GuiBox
T *ui.Tab // should be moved to *GuiWindow or GuiBox
}
//
// AREA STRUCTURES START
// AREA STRUCTURES START
// AREA STRUCTURES START
//
type GuiArea struct{
Window *GuiWindow // what window this area is in (should be GuiBox?)
Button *GuiButton // what button handles mouse events
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
Account *pb.Account // what account this table is for
Box *GuiBox
lastRow int
lastColumn int
// parentTab *ui.Tab
}
//
// 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
VM *pb.Event_VM
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
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
// The VM from the protobuf
VM *pb.Event_VM
}
//
// TABLE DATA STRUCTURES END
//
|