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Diffstat (limited to 'click.go')
-rw-r--r--click.go34
1 files changed, 17 insertions, 17 deletions
diff --git a/click.go b/click.go
index 10606b0..33e753c 100644
--- a/click.go
+++ b/click.go
@@ -13,15 +13,15 @@ func (w *guiWidget) doWidgetClick() {
/*
case widget.Root:
// THIS IS THE BEGINING OF THE LAYOUT
- log.Log(NOW, "doWidgetClick()", w.String())
+ log.Log(GOCUI, "doWidgetClick()", w.String())
wRoot := me.treeRoot.TK.(*guiWidget)
wRoot.redoWindows(0, 0)
case widget.Flag:
- log.Log(NOW, "doWidgetClick() FLAG widget name =", w.String())
- log.Log(NOW, "doWidgetClick() if this is the dropdown menu, handle it here?")
+ log.Log(GOCUI, "doWidgetClick() FLAG widget name =", w.String())
+ log.Log(GOCUI, "doWidgetClick() if this is the dropdown menu, handle it here?")
*/
case widget.Window:
- log.Log(NOW, "doWidgetClick() START on window", w.String())
+ log.Log(GOCUI, "doWidgetClick() START on window", w.String())
// if the user clicked on the current window, do nothing
/* Ignore this for now and redraw the window anyway
if me.currentWindow == w {
@@ -43,7 +43,7 @@ func (w *guiWidget) doWidgetClick() {
me.currentWindow.isCurrent = true
// draw the current window
- log.Log(NOW, "doWidgetClick() set currentWindow to", w.String())
+ log.Log(GOCUI, "doWidgetClick() set currentWindow to", w.String())
w.setColor(&colorActiveW)
w.DrawAt(3, 2)
w.placeWidgets(3, 2) // compute the sizes & places for each widget
@@ -88,9 +88,9 @@ func (w *guiWidget) doWidgetClick() {
case widget.Box:
// w.showWidgetPlacement(logNow, "drawTree()")
if w.node.State.Direction == widget.Horizontal {
- log.Log(NOW, "BOX IS HORIZONTAL", w.String())
+ log.Log(GOCUI, "BOX IS HORIZONTAL", w.String())
} else {
- log.Log(NOW, "BOX IS VERTICAL", w.String())
+ log.Log(GOCUI, "BOX IS VERTICAL", w.String())
}
w.placeWidgets(w.startW, w.startH)
w.toggleTree()
@@ -98,11 +98,11 @@ func (w *guiWidget) doWidgetClick() {
// doUserEvent(n)
me.myTree.SendFromUser(w.node)
case widget.Combobox:
- log.Log(NOW, "do the combobox here")
+ log.Log(GOCUI, "do the combobox here")
w.showDropdown()
me.dropdownW = w
case widget.Dropdown:
- log.Log(NOW, "do the dropdown here")
+ log.Log(GOCUI, "do the dropdown here")
w.showDropdown()
me.dropdownW = w
default:
@@ -112,7 +112,7 @@ func (w *guiWidget) doWidgetClick() {
func click(g *gocui.Gui, v *gocui.View) error {
mouseW, mouseH := me.baseGui.MousePosition()
- log.Log(NOW, "click() START gocui name:", v.Name())
+ log.Log(GOCUI, "click() START gocui name:", v.Name())
w := findUnderMouse()
// if the dropdown view is visable, process it no matter what
@@ -126,7 +126,7 @@ func click(g *gocui.Gui, v *gocui.View) error {
if w == nil {
log.Error(errors.New("click() could not find widget for view =" + v.Name()))
} else {
- log.Log(NOW, "click() Found widget =", w.node.WidgetId, w.String(), ",", w.labelN)
+ log.Log(GOCUI, "click() Found widget =", w.node.WidgetId, w.String(), ",", w.labelN)
w.doWidgetClick()
}
@@ -134,7 +134,7 @@ func click(g *gocui.Gui, v *gocui.View) error {
realTK := rootTK.findWidgetByView(v)
if realTK == nil {
log.Error(errors.New("toolkit click() out of reality with gocui. v.Name() not in binary tree " + v.Name()))
- log.Log(NOW, "click() END FAILURE ON gocui v.Name =", v.Name())
+ log.Log(GOCUI, "click() END FAILURE ON gocui v.Name =", v.Name())
// return nil // otherwise gocui exits
}
@@ -145,19 +145,19 @@ func click(g *gocui.Gui, v *gocui.View) error {
return nil
}
if nameTK.v == nil {
- log.Log(NOW, "click() maybe this widget has had it's view distroyed?", nameTK.cuiName, nameTK.WidgetType)
- log.Log(NOW, "yep. it's gone now")
+ log.Log(GOCUI, "click() maybe this widget has had it's view distroyed?", nameTK.cuiName, nameTK.WidgetType)
+ log.Log(GOCUI, "yep. it's gone now")
return nil
}
// SetCurrentView dies if it's sent an non-existent view
if _, err := g.SetCurrentView(v.Name()); err != nil {
- log.Log(NOW, "click() END v.Name =", v.Name(), "err =", err)
+ log.Log(GOCUI, "click() END v.Name =", v.Name(), "err =", err)
// return err // return causes gocui.MainLoop() to exit. Do we ever want that to happen here?
return nil
}
- log.Log(NOW, "click() END gocui name:", v.Name())
+ log.Log(GOCUI, "click() END gocui name:", v.Name())
return nil
}
@@ -186,7 +186,6 @@ func findUnderMouse() *guiWidget {
var found *guiWidget
// widgets has everything that matches
for _, w := range widgets {
- w.showWidgetPlacement("findUnderMouse() FOUND")
// prioritize window buttons. This means if some code covers
// up the window widgets, then it will ignore everything else
// and allow the user (hopefully) to redraw or switch windows
@@ -194,6 +193,7 @@ func findUnderMouse() *guiWidget {
if w.WidgetType == widget.Window {
return w
}
+ // w.showWidgetPlacement("findUnderMouse() FOUND")
found = w
}
return found