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package gui
import (
"image/color"
// "log"
"github.com/andlabs/ui"
"golang.org/x/image/font"
_ "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 {
Title string
Width int
Height int
Stretchy bool
Menu bool
Exit func(*Node)
Debug bool
DebugNode bool
DebugTabs bool
DebugTable bool
DebugWindow bool
depth int
counter int // used to make unique ID's
prefix string
}
type GuiData struct {
// a fallback default function to handle mouse events
// if nothing else is defined to handle them
MouseClick func(*Node)
// A map of all the entry boxes
AllEntries []*GuiEntry
// Store access to everything via binary tree's
NodeMap map[string]*Node
NodeArray []*Node
NodeSlice []*Node
}
// 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
N *Node
// andlabs/ui abstraction mapping
UiEntry *ui.Entry
}
type GuiArea struct {
N *Node // what node to pass mouse events
UiAttrstr *ui.AttributedString
UiArea *ui.Area
}
type FontString struct {
S string
Size int
F font.Face
W font.Weight
}
//
// 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
n *Node
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
N *Node
}
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
//
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