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package debugger
import (
"os"
"go.wit.com/log"
"go.wit.com/gui/gui"
)
// main debugging window
var myGui *gui.Node
var bugWin *gui.Node
var bugTab *gui.Node
var mapWindows map[string]*gui.Node // tracks all windows that exist
/*
Creates a window helpful for debugging this package
*/
func DebugWindow(p *gui.Node) {
myGui = p
bugWin = myGui.NewWindow("go.wit.com/gui debug window")
bugWin.StandardClose()
bugTab = DebugWindow2(bugWin, "Debug Tab")
bugTab.StandardClose()
if gui.ArgDebug() {
log.SetTmp()
// myGui.DebugFlags()
}
}
func DebugWindow2(n *gui.Node, title string) *gui.Node {
var newW, newB, gog, g1 *gui.Node
// var logSettings *gadgets.LogSettings
// time.Sleep(1 * time.Second)
newW = n.NewWindow(title)
newB = newW.NewBox("hBox", true)
//////////////////////// main debug things //////////////////////////////////
gog = newB.NewGroup("Debugging Windows:")
// generally useful debugging
cb := gog.NewCheckbox("Seperate windows")
cb.Custom = func() {
log.Log(BUG, "Custom() n.widget =", cb.Name, cb.B)
n.SetTabs(cb.B)
}
cb.Set(false)
n.SetTabs(false)
gog.NewButton("logging", func () {
bugWin.DebugFlags()
})
gog.NewButton("Debug Widgets", func () {
gui.DebugWidgetWindow(myGui)
})
gog.NewButton("GO Language Internals", func () {
bugWin.DebugGolangWindow()
})
gog.NewButton("GO Channels debug", func () {
bugWin.DebugGoChannels()
})
gog.NewLabel("Force Quit:")
gog.NewButton("os.Exit()", func () {
os.Exit(0)
})
//////////////////////// window debugging things //////////////////////////////////
g1 = newB.NewGroup("list things")
g1.NewButton("List toolkits", func () {
dropdownWindow(g1)
bugWin.ListToolkits()
})
g1.NewButton("List Windows", func () {
dropdownWindow(g1)
})
g1.NewButton("List Window Widgets", func () {
dropdownWindowWidgets(g1)
})
g2 := newB.NewGroup("more things")
g2.NewButton("Node.ListChildren(true)", func () {
if (activeWidget == nil) {
activeWidget = bugWin
}
activeWidget.ListChildren(true)
})
g2.NewButton("test conc", func () {
log.Log(true, "TODO: fix me")
// makeConc()
})
g2.NewButton("List Plugins", func () {
log.Log(true, "TODO: fix me")
/*
for _, aplug := range allPlugins {
log.Log(true, "Loaded plugin:", aplug.name, aplug.filename)
}
*/
})
g2.NewButton("load toolkit 'gocui'", func () {
bugWin.LoadToolkit("gocui")
})
g2.NewButton("load toolkit 'andlabs'", func () {
bugWin.LoadToolkit("andlabs")
})
return newB
}
func dropdownWindow(p *gui.Node) {
var mapWindows map[string]*gui.Node
mapWindows = make(map[string]*gui.Node)
dd := p.NewDropdown("Window Dropdown")
dd.Custom = func() {
name := dd.S
activeWidget = mapWindows[name]
setActiveWidget(activeWidget)
log.Log(true, "The Window was set to", name)
}
log.Log(INFO, "dd =", dd)
if (activeWidget == nil) {
// the debug window doesn't exist yet so you can't display the change
// TODO: make a fake binary tree for this(?)
return
}
// var last = ""
for _, child := range p.Children() {
log.Log(INFO, "\t\t", child.GetName())
dd.AddDropdownName(child.GetName())
// last = child.Name
mapWindows[child.GetName()] = child
if (activeWidget == nil) {
activeWidget = child
}
}
// dd.SetDropdownName(last)
}
func dropdownWindowWidgets(p *gui.Node) {
var mapWindows map[string]*gui.Node
mapWindows = make(map[string]*gui.Node)
dd := p.NewDropdown("Window Widgets Dropdown")
dd.Custom = func() {
name := dd.S
activeWidget = mapWindows[name]
setActiveWidget(activeWidget)
}
log.Log(INFO, "dd =", dd)
// log.Log("dumpWidget() ", b, listChildrenDepth, defaultPadding, n.id, info)
var addDropdowns func (*gui.Node)
addDropdowns = func (n *gui.Node) {
// s := n.dumpWidget(true)
s := n.GetName()
dd.AddDropdownName(s)
mapWindows[s] = n
for _, child := range n.Children() {
addDropdowns(child)
}
}
// list everything in the binary tree
addDropdowns(bugWin)
}
func setActiveWidget(w *gui.Node) {
}
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