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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 (
	"fmt"

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

/*
// this didn't work. panic()
func (tk *guiWidget) DeleteNode() {
	p := tk.parent
	for i, child := range p.children {
		log.Log(GOCUI, "parent has child:", i, child.node.WidgetId, child.node.GetProgName())
		if tk == child {
			log.Log(GOCUI, "Found child ==", i, child.node.WidgetId, child.node.GetProgName())
			log.Log(GOCUI, "Found n ==", i, tk.node.WidgetId, tk.node.GetProgName())
			p.children = append(p.children[:i], p.children[i+1:]...)
		}
	}
		for i, child := range p.children {
			log.Log(TREE, "parent now has child:", i, child.WidgetId, child.GetProgName())
		}
}
*/

func (tk *guiWidget) doWindowClick() {
	w, h := me.baseGui.MousePosition()
	// compare the mouse location to the 'X' indicator to close the window
	if tk.gocuiSize.inRect(w, h) {
		offset := w - tk.gocuiSize.w1
		if (offset < 2) && (offset > -2) {
			// close enough // close the window here
			tk.dumpWidget(fmt.Sprintf("Close Window(%d,%d) (off=%d)", w, h, offset))
			tk.hideWindow()
			n := tk.node
			tk.deleteNode()
			me.myTree.SendWindowCloseEvent(n)
			/*
				n.DeleteNode()

				tk.DeleteNode()
			*/
			return
		}
		if tk.window.collapsed {
			tk.dumpWidget(fmt.Sprintf("collapse = false"))
			tk.window.collapsed = false
		} else {
			tk.dumpWidget(fmt.Sprintf("collapse = true"))
			tk.window.collapsed = true
		}
	} else {
		tk.window.collapsed = false
		// tk.dumpWidget(fmt.Sprintf("No (%d,%d)", w, h))
	}
	// if there is a current window, hide it
	if me.currentWindow != nil {
		me.currentWindow.setColor(&colorWindow)
	}

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

	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()
		return
	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.Button:
		me.myTree.SendFromUser(tk.node)
	case widget.Combobox:
		tk.showDropdown()
	case widget.Dropdown:
		tk.showDropdown()
	case widget.Textbox:
		tk.showTextbox()
	case widget.Flag:
		tk.dropdownClicked(w, h)
	case widget.Stdout:
		tk.dumpWidget("stdout click()")
	default:
		tk.dumpWidget("undef click()")
	}
}

// sends the mouse click to a widget underneath
func clickOLD(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
		}
	*/
}