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// based off andlabs/ui/examples/table.go
package gui
import "log"
import "image/color"
import "github.com/andlabs/ui"
import _ "github.com/andlabs/ui/winmanifest"
// import "github.com/davecgh/go-spew/spew"
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?
/*
// 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
}
//
// 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: add back image support and the progress bar
//
type HumanCellData struct {
Name string // what kind of row is this?
Text string
TextID int
Color color.RGBA
ColorID int
}
type HumanMap struct {
Name string // what kind of row is this?
TextID int
ColorID int
}
//
// 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
lastRow int
lastColumn int
}
func initRowBTcolor(mh *TableData, intBG int, cell TableColumnData) {
humanInt := cell.Index
// setup mapping from human readable indexes to internal libUI indexes
mh.Human[humanInt].Name = "BG"
mh.Human[humanInt].ColorID = intBG
mh.Human[humanInt].TextID = -1
mh.Cells[intBG].Name = "BG"
mh.Cells[intBG].HumanID = humanInt
log.Println("intBG, humanInt", intBG, humanInt)
}
func initRowButtonColumn(mh *TableData, buttonID int, junk string, cell TableColumnData) {
humanInt := cell.Index
// setup mapping from human readable indexes to internal libUI indexes
mh.Human[humanInt].Name = "BUTTON"
mh.Human[humanInt].ColorID = -1
mh.Human[humanInt].TextID = buttonID
mh.Cells[buttonID].Name = "BUTTON"
mh.Cells[buttonID].HumanID = humanInt
log.Println("buttonID, humanInt", buttonID, humanInt)
}
func initRowTextColorColumn(mh *TableData, stringID int, colorID int, junk string, color ui.TableColor, cell TableColumnData) {
humanInt := cell.Index
// setup mapping from human readable indexes to internal libUI indexes
mh.Human[humanInt].Name = "EDIT"
mh.Human[humanInt].ColorID = colorID
mh.Human[humanInt].TextID = stringID
// text for Column humanInt
mh.Cells[stringID].Name = "EDIT"
mh.Cells[stringID].HumanID = humanInt
mh.Cells[colorID].Name = "COLOR"
mh.Cells[colorID].HumanID = humanInt
}
func initRowTextColumn(mh *TableData, stringID int, junk string, cell TableColumnData) {
humanInt := cell.Index
// setup mapping from human readable indexes to internal libUI indexes
mh.Human[humanInt].Name = "EDIT"
mh.Human[humanInt].ColorID = -1
mh.Human[humanInt].TextID = stringID
mh.Cells[stringID].Name = "EDIT"
mh.Cells[stringID].HumanID = humanInt
}
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