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// a table is a grid with X columns and 1 row of header names
// that means that the toolkits might be able to sort the table
// pushing traditional application development to the display
// is that a good idea?
package gui
import (
"go.wit.com/lib/protobuf/guipb"
"go.wit.com/log"
"go.wit.com/widget"
)
// should this be a gadget or in here with the widget primatives?
// a table is a group of widgets. Then again, Grid & Box 'widgets' are
// really groups of widgets also
/*
mytable := NewTable(5) // make a table with 5 things
type mytable struct {
first TableRow(1, Widget.TextBox, "First Name")
song TableRow(2, Widget.Label, "Favorite Song")
func (t *Table) NewRow() *TableRow {
r := new(myRow)
r.first =
r.Cell1 = whatever widget type first is
r.Cell2 = whatever widget type song is
type songTable TableDef {
first TableCell `default:string`
song TableCell
GuiPlugin string `arg:"Label" header:"Favorite Song"`
}
func makeSongTable() {
tb := NewTable(5)
func Show() {
for each row {
for loop all strings()
is string button?
for loop all ints()
for loop all times()
for loop all bools()
}s
func RefreshTime(t *time.Duration) {
}
*/
func NewTable(title string) *NodeTable {
t := new(NodeTable)
/*
t.pb = new(guipb.Table)
t.pb.Title = title
*/
t.n = me.rootNode.newNode(title, widget.Table)
t.n.label = title
return t
}
type NodeColumn struct {
Title string
Vals []string
}
type NodeTable struct {
n *Node
// pb *guipb.Table
}
func (t *NodeTable) ShowTable(pb *guipb.Table) {
log.Info("gui.ShowTable")
// make a new action and populate the current node state
a := getNewAction(t.n, widget.Show)
/*
if t.pb == nil {
log.Info("error: TablePB == nil")
return
}
*/
nt := guipb.NewTables()
nt.Append(pb)
a.TablePB, err = nt.Marshal()
if err != nil {
log.Info("unmarshal error", err)
return
}
log.Info("send action to plugin", t.n.label, "pb len =", len(a.TablePB))
sendActionToPlugin(a)
/*
newNode := parent.newNode(name, widget.Button)
newNode.Custom = custom
newNode.label = name
newNode.progname = name
// inform the toolkits
sendAction(newNode, widget.Add)
*/
// return newNode
}
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