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path: root/eventMouseClick.go
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// Copyright 2017-2025 WIT.COM Inc. All rights reserved.
// Use of this source code is governed by the GPL 3.0

package main

import (
	"github.com/awesome-gocui/gocui"
	"go.wit.com/log"
	"go.wit.com/widget"
)

func (tk *guiWidget) doWindowClick(w int, h int) {
	// if there is a current window, hide it
	if me.currentWindow != nil {
		me.currentWindow.setColor(&colorWindow)
		// me.currentWindow.hideWidgets()
		me.currentWindow.isCurrent = false
	}

	// now set this window as the current window
	me.currentWindow = tk
	me.currentWindow.isCurrent = true

	tk.redrawWindow(w, h)
	setThingsOnTop() // sets help, Stdout, etc on the top after windows have been redrawn
}

// this whole things was impossible to make but it got me where I am now
// the debugging is way way better now with it being visible in the Stdout window
// so now it's possible to redo all this and make it better
func (tk *guiWidget) doWidgetClick(w int, h int) {
	switch tk.node.WidgetType {
	case widget.Window:
		tk.doWindowClick(w, h)
		return
	case widget.Group:
	case widget.Checkbox:
		if tk.node.State.Checked {
			log.Log(WARN, "checkbox is being set to false")
			tk.node.State.Checked = false
			tk.setCheckbox()
		} else {
			log.Log(WARN, "checkbox is being set to true")
			tk.node.State.Checked = true
			tk.setCheckbox()
		}
		me.myTree.SendUserEvent(tk.node)
	case widget.Grid:
		/*
			newR := tk.realGocuiSize()
			tk.placeGrid(newR.w0, newR.h0)
			tk.showWidgets()
		*/
	case widget.Box:
		/*
			if tk.node.State.Direction == widget.Horizontal {
				log.Log(GOCUI, "BOX IS HORIZONTAL", tk.String())
			} else {
				log.Log(GOCUI, "BOX IS VERTICAL", tk.String())
			}
			tk.placeWidgets(tk.startW, tk.startH)
			tk.toggleTree()
		*/
	case widget.Button:
		me.myTree.SendFromUser(tk.node)
	case widget.Combobox:
		tk.showDropdown()
	case widget.Dropdown:
		tk.showDropdown()
	case widget.Stdout:
		/*
			log.Log(GOCUI, "stdout widget found!")
			tk.dumpWidget("stdout click")
		*/
	case widget.Flag:
		tk.dropdownClicked(w, h)
	default:
		tk.dumpWidget("undef click()")
	}
}

// sends the mouse click to a widget underneath
func click(g *gocui.Gui, v *gocui.View) error {
	mouseW, mouseH := me.baseGui.MousePosition()

	w := mouseW
	h := mouseH

	// Flag widgets (dropdown menus, etc) are the highest priority. ALWAYS SEND MOUSE CLICKS THERE FIRST
	for _, tk := range findByXY(w, h) {
		if tk.node.WidgetType == widget.Flag {
			tk.doWidgetClick(w, h)
			return nil
		}
	}

	// Button widgets
	for _, tk := range findByXY(w, h) {
		if tk.node.WidgetType == widget.Button {
			tk.doWidgetClick(w, h)
			return nil
		}
	}

	for _, tk := range findByXY(w, h) {
		// will show you everything found on a mouse click. great for debugging!
		// tk.dumpWidget("click()")
		if tk.node.WidgetType == widget.Stdout {
			// don't send clicks to the stdout debugging window
			continue
		}
		tk.doWidgetClick(w, h)
		return nil
	}

	log.Log(GOCUI, "click() nothing was at:", v.Name(), mouseW, mouseH)
	return nil
	/*
		// not sure what SetCurrentView() does right now. it was here before
		// SetCurrentView dies if it's sent an non-existent view
		if _, err := g.SetCurrentView(v.Name()); err != nil {
			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
		}
	*/
}