2022-01-18 02:51:11 +00:00
|
|
|
// Package magicform helps create simple form layouts with go/ui.
|
|
|
|
package magicform
|
|
|
|
|
|
|
|
import (
|
|
|
|
"fmt"
|
|
|
|
|
2022-09-24 22:17:25 +00:00
|
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
|
|
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
|
2022-01-18 02:51:11 +00:00
|
|
|
"git.kirsle.net/go/render"
|
|
|
|
"git.kirsle.net/go/ui"
|
|
|
|
"git.kirsle.net/go/ui/style"
|
|
|
|
)
|
|
|
|
|
|
|
|
type Type int
|
|
|
|
|
|
|
|
const (
|
|
|
|
Auto Type = iota
|
|
|
|
Text // free, wide Label row
|
|
|
|
Frame // custom frame from the caller
|
|
|
|
Button // Single button with a label
|
Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
on your level to customize properties about the doodad. They're like "Tags"
except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
clicking on the gear icon will open a new "Actor Properties" window which
shows metadata (title, author, ID, position) and an Options tab to configure
the actor's options.
Updates to the scripting API:
* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
neither the actor nor its doodad have the option defined. The return type
will be correctly a string, boolean or integer type.
Updates to the doodad command-line tool:
* `doodad show` will print the Options on a .doodad file and, when showing a
.level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.
Options added to the game's built-in doodads:
* Warp Doors: "locked (exit only)" will make it so the door can not be opened
by the player, giving the "locked" message (as if it had no linked door),
but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
default when the level begins instead of closed. A switch or a button that
removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
default with the gemstone inserted. No power signal will be emitted; it is
cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-10 00:41:24 +00:00
|
|
|
Value // a Label & Value row (value not editable)
|
2022-01-18 02:51:11 +00:00
|
|
|
Textbox
|
|
|
|
Checkbox
|
|
|
|
Radiobox
|
|
|
|
Selectbox
|
2022-03-06 06:44:54 +00:00
|
|
|
Color
|
2022-01-18 02:51:11 +00:00
|
|
|
)
|
|
|
|
|
|
|
|
// Form configuration.
|
|
|
|
type Form struct {
|
|
|
|
Supervisor *ui.Supervisor // Required for most useful forms
|
|
|
|
Engine render.Engine
|
|
|
|
|
|
|
|
// For vertical forms.
|
|
|
|
Vertical bool
|
|
|
|
LabelWidth int // size of left frame for labels.
|
2022-03-05 23:31:09 +00:00
|
|
|
PadY int // spacer between (vertical) forms
|
|
|
|
PadX int
|
2022-01-18 02:51:11 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
Field for your form (or form-aligned label sections, etc.)
|
|
|
|
|
|
|
|
The type of Form control to render is inferred based on bound
|
|
|
|
variables and other configuration.
|
|
|
|
*/
|
|
|
|
type Field struct {
|
|
|
|
// Type may be inferred by presence of other params.
|
|
|
|
Type Type
|
|
|
|
|
|
|
|
// Set a text string and font for simple labels or paragraphs.
|
|
|
|
Label string
|
|
|
|
Font render.Text
|
|
|
|
|
|
|
|
// Easy button row: make Buttons an array of Button fields
|
|
|
|
Buttons []Field
|
|
|
|
ButtonStyle *style.Button
|
|
|
|
|
|
|
|
// Easy Paginator. DO NOT SUPERVISE, let the Create do so!
|
|
|
|
Pager *ui.Pager
|
|
|
|
|
|
|
|
// If you send a *ui.Frame to insert, the Type is inferred
|
|
|
|
// to be Frame.
|
|
|
|
Frame *ui.Frame
|
|
|
|
|
|
|
|
// Variable bindings, the type may infer to be:
|
2022-03-06 06:44:54 +00:00
|
|
|
BoolVariable *bool // Checkbox
|
|
|
|
TextVariable *string // Textbox
|
|
|
|
IntVariable *int // Textbox
|
|
|
|
Options []Option // Selectbox
|
|
|
|
SelectValue interface{} // Selectbox default choice
|
|
|
|
Color *render.Color // Color
|
Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
on your level to customize properties about the doodad. They're like "Tags"
except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
clicking on the gear icon will open a new "Actor Properties" window which
shows metadata (title, author, ID, position) and an Options tab to configure
the actor's options.
Updates to the scripting API:
* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
neither the actor nor its doodad have the option defined. The return type
will be correctly a string, boolean or integer type.
Updates to the doodad command-line tool:
* `doodad show` will print the Options on a .doodad file and, when showing a
.level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.
Options added to the game's built-in doodads:
* Warp Doors: "locked (exit only)" will make it so the door can not be opened
by the player, giving the "locked" message (as if it had no linked door),
but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
default when the level begins instead of closed. A switch or a button that
removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
default with the gemstone inserted. No power signal will be emitted; it is
cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-10 00:41:24 +00:00
|
|
|
Readonly bool // draw the value as a flat label
|
2022-01-18 02:51:11 +00:00
|
|
|
|
2022-03-07 06:16:09 +00:00
|
|
|
// For text-type fields, opt-in to let magicform prompt the
|
|
|
|
// user using the game's developer shell.
|
|
|
|
PromptUser func(answer string)
|
|
|
|
|
2022-01-18 02:51:11 +00:00
|
|
|
// Tooltip to add to a form control.
|
|
|
|
// Checkbox only for now.
|
|
|
|
Tooltip ui.Tooltip // config for the tooltip only
|
|
|
|
|
|
|
|
// Handlers you can configure
|
|
|
|
OnSelect func(value interface{}) // Selectbox
|
|
|
|
OnClick func() // Button
|
|
|
|
}
|
|
|
|
|
|
|
|
// Option used in Selectbox or Radiobox fields.
|
|
|
|
type Option struct {
|
2022-03-07 06:16:09 +00:00
|
|
|
Value interface{}
|
|
|
|
Label string
|
|
|
|
Separator bool
|
2022-01-18 02:51:11 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
Create the form field and populate it into the given Frame.
|
|
|
|
|
|
|
|
Renders the form vertically.
|
|
|
|
*/
|
|
|
|
func (form Form) Create(into *ui.Frame, fields []Field) {
|
|
|
|
for n, row := range fields {
|
|
|
|
row := row
|
|
|
|
|
|
|
|
if row.Frame != nil {
|
|
|
|
into.Pack(row.Frame, ui.Pack{
|
|
|
|
Side: ui.N,
|
|
|
|
FillX: true,
|
|
|
|
})
|
|
|
|
continue
|
|
|
|
}
|
|
|
|
|
|
|
|
frame := ui.NewFrame(fmt.Sprintf("Line %d", n))
|
|
|
|
into.Pack(frame, ui.Pack{
|
|
|
|
Side: ui.N,
|
|
|
|
FillX: true,
|
2022-03-05 23:31:09 +00:00
|
|
|
PadY: form.PadY,
|
2022-01-18 02:51:11 +00:00
|
|
|
})
|
|
|
|
|
|
|
|
// Pager row?
|
|
|
|
if row.Pager != nil {
|
2023-04-09 04:26:08 +00:00
|
|
|
row.Pager.Supervise(form.Supervisor)
|
2022-01-18 02:51:11 +00:00
|
|
|
frame.Pack(row.Pager, ui.Pack{
|
2023-04-09 04:26:08 +00:00
|
|
|
Side: ui.W,
|
2022-01-18 02:51:11 +00:00
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
// Buttons row?
|
|
|
|
if row.Buttons != nil && len(row.Buttons) > 0 {
|
|
|
|
for _, row := range row.Buttons {
|
|
|
|
row := row
|
|
|
|
|
|
|
|
btn := ui.NewButton(row.Label, ui.NewLabel(ui.Label{
|
|
|
|
Text: row.Label,
|
|
|
|
Font: row.Font,
|
|
|
|
}))
|
|
|
|
if row.ButtonStyle != nil {
|
|
|
|
btn.SetStyle(row.ButtonStyle)
|
|
|
|
}
|
|
|
|
|
|
|
|
btn.Handle(ui.Click, func(ed ui.EventData) error {
|
|
|
|
if row.OnClick != nil {
|
|
|
|
row.OnClick()
|
|
|
|
} else {
|
|
|
|
log.Error("No OnClick handler for button %s", row.Label)
|
|
|
|
}
|
|
|
|
return nil
|
|
|
|
})
|
|
|
|
|
|
|
|
btn.Compute(form.Engine)
|
|
|
|
form.Supervisor.Add(btn)
|
|
|
|
|
2023-01-02 20:36:12 +00:00
|
|
|
// Tooltip? TODO - make nicer.
|
|
|
|
if row.Tooltip.Text != "" || row.Tooltip.TextVariable != nil {
|
|
|
|
tt := ui.NewTooltip(btn, row.Tooltip)
|
|
|
|
tt.Supervise(form.Supervisor)
|
|
|
|
}
|
|
|
|
|
2022-01-18 02:51:11 +00:00
|
|
|
frame.Pack(btn, ui.Pack{
|
|
|
|
Side: ui.W,
|
2023-01-02 20:36:12 +00:00
|
|
|
PadX: 2,
|
2022-01-18 02:51:11 +00:00
|
|
|
PadY: 2,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
continue
|
|
|
|
}
|
|
|
|
|
|
|
|
// Infer the type of the form field.
|
|
|
|
if row.Type == Auto {
|
|
|
|
row.Type = row.Infer()
|
|
|
|
if row.Type == Auto {
|
|
|
|
continue
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Is there a label frame to the left?
|
|
|
|
// - Checkbox gets a full row.
|
|
|
|
if row.Label != "" && row.Type != Checkbox {
|
|
|
|
labFrame := ui.NewFrame("Label Frame")
|
|
|
|
labFrame.Configure(ui.Config{
|
|
|
|
Width: form.LabelWidth,
|
|
|
|
})
|
|
|
|
frame.Pack(labFrame, ui.Pack{
|
|
|
|
Side: ui.W,
|
|
|
|
})
|
|
|
|
|
|
|
|
// Draw the label text into it.
|
|
|
|
label := ui.NewLabel(ui.Label{
|
|
|
|
Text: row.Label,
|
|
|
|
Font: row.Font,
|
|
|
|
})
|
|
|
|
labFrame.Pack(label, ui.Pack{
|
|
|
|
Side: ui.W,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
on your level to customize properties about the doodad. They're like "Tags"
except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
clicking on the gear icon will open a new "Actor Properties" window which
shows metadata (title, author, ID, position) and an Options tab to configure
the actor's options.
Updates to the scripting API:
* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
neither the actor nor its doodad have the option defined. The return type
will be correctly a string, boolean or integer type.
Updates to the doodad command-line tool:
* `doodad show` will print the Options on a .doodad file and, when showing a
.level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.
Options added to the game's built-in doodads:
* Warp Doors: "locked (exit only)" will make it so the door can not be opened
by the player, giving the "locked" message (as if it had no linked door),
but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
default when the level begins instead of closed. A switch or a button that
removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
default with the gemstone inserted. No power signal will be emitted; it is
cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-10 00:41:24 +00:00
|
|
|
// Simple "Value" row with a Label to its left.
|
|
|
|
if row.Type == Value {
|
|
|
|
lbl := ui.NewLabel(ui.Label{
|
|
|
|
Text: row.Label,
|
|
|
|
Font: row.Font,
|
|
|
|
TextVariable: row.TextVariable,
|
|
|
|
IntVariable: row.IntVariable,
|
|
|
|
})
|
|
|
|
|
|
|
|
frame.Pack(lbl, ui.Pack{
|
|
|
|
Side: ui.W,
|
|
|
|
FillX: true,
|
|
|
|
Expand: true,
|
|
|
|
})
|
|
|
|
|
|
|
|
// Tooltip? TODO - make nicer.
|
|
|
|
if row.Tooltip.Text != "" || row.Tooltip.TextVariable != nil {
|
|
|
|
tt := ui.NewTooltip(lbl, row.Tooltip)
|
|
|
|
tt.Supervise(form.Supervisor)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-03-06 06:44:54 +00:00
|
|
|
// Color picker button.
|
|
|
|
if row.Type == Color && row.Color != nil {
|
|
|
|
btn := ui.NewButton("ColorPicker", ui.NewLabel(ui.Label{
|
|
|
|
Text: " ",
|
|
|
|
Font: row.Font,
|
|
|
|
}))
|
|
|
|
style := style.DefaultButton
|
|
|
|
style.Background = *row.Color
|
|
|
|
style.HoverBackground = style.Background.Lighten(20)
|
|
|
|
btn.SetStyle(&style)
|
|
|
|
|
|
|
|
form.Supervisor.Add(btn)
|
|
|
|
frame.Pack(btn, ui.Pack{
|
|
|
|
Side: ui.W,
|
|
|
|
FillX: true,
|
|
|
|
Expand: true,
|
|
|
|
})
|
|
|
|
|
|
|
|
btn.Handle(ui.Click, func(ed ui.EventData) error {
|
|
|
|
// Open a ColorPicker widget.
|
|
|
|
picker, err := ui.NewColorPicker(ui.ColorPicker{
|
|
|
|
Title: "Select a color",
|
|
|
|
Supervisor: form.Supervisor,
|
|
|
|
Engine: form.Engine,
|
|
|
|
Color: *row.Color,
|
|
|
|
OnManualInput: func(callback func(render.Color)) {
|
|
|
|
// Prompt the user to enter a hex color using the developer shell.
|
|
|
|
shmem.Prompt("New color in hex notation: ", func(answer string) {
|
|
|
|
if answer != "" {
|
|
|
|
// XXX: pure white renders as invisible, fudge it a bit.
|
|
|
|
if answer == "FFFFFF" {
|
|
|
|
answer = "FFFFFE"
|
|
|
|
}
|
|
|
|
|
|
|
|
color, err := render.HexColor(answer)
|
|
|
|
if err != nil {
|
|
|
|
shmem.Flash("Error with that color code: %s", err)
|
|
|
|
return
|
|
|
|
}
|
|
|
|
|
|
|
|
// Reconfigure the button now.
|
|
|
|
style.Background = color
|
|
|
|
style.HoverBackground = style.Background.Lighten(20)
|
|
|
|
|
|
|
|
callback(color)
|
|
|
|
}
|
|
|
|
})
|
|
|
|
},
|
|
|
|
})
|
|
|
|
if err != nil {
|
|
|
|
log.Error("Couldn't open ColorPicker: %s", err)
|
|
|
|
return err
|
|
|
|
}
|
|
|
|
|
|
|
|
picker.Then(func(color render.Color) {
|
|
|
|
*row.Color = color
|
|
|
|
style.Background = color
|
|
|
|
style.HoverBackground = style.Background.Lighten(20)
|
|
|
|
|
|
|
|
// call onClick to save change to disk now
|
|
|
|
if row.OnClick != nil {
|
|
|
|
row.OnClick()
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
2023-04-09 04:26:08 +00:00
|
|
|
picker.Center(form.Engine.WindowSize())
|
2022-03-06 06:44:54 +00:00
|
|
|
picker.Show()
|
|
|
|
return nil
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
2022-03-05 23:31:09 +00:00
|
|
|
// Buttons and Text fields (for now).
|
|
|
|
if row.Type == Button || row.Type == Textbox {
|
|
|
|
btn := ui.NewButton("Button", ui.NewLabel(ui.Label{
|
|
|
|
Text: row.Label,
|
|
|
|
Font: row.Font,
|
|
|
|
TextVariable: row.TextVariable,
|
|
|
|
IntVariable: row.IntVariable,
|
|
|
|
}))
|
Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
on your level to customize properties about the doodad. They're like "Tags"
except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
clicking on the gear icon will open a new "Actor Properties" window which
shows metadata (title, author, ID, position) and an Options tab to configure
the actor's options.
Updates to the scripting API:
* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
neither the actor nor its doodad have the option defined. The return type
will be correctly a string, boolean or integer type.
Updates to the doodad command-line tool:
* `doodad show` will print the Options on a .doodad file and, when showing a
.level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.
Options added to the game's built-in doodads:
* Warp Doors: "locked (exit only)" will make it so the door can not be opened
by the player, giving the "locked" message (as if it had no linked door),
but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
default when the level begins instead of closed. A switch or a button that
removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
default with the gemstone inserted. No power signal will be emitted; it is
cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-10 00:41:24 +00:00
|
|
|
|
2022-03-05 23:31:09 +00:00
|
|
|
frame.Pack(btn, ui.Pack{
|
|
|
|
Side: ui.W,
|
|
|
|
FillX: true,
|
|
|
|
Expand: true,
|
|
|
|
})
|
|
|
|
|
Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
on your level to customize properties about the doodad. They're like "Tags"
except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
clicking on the gear icon will open a new "Actor Properties" window which
shows metadata (title, author, ID, position) and an Options tab to configure
the actor's options.
Updates to the scripting API:
* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
neither the actor nor its doodad have the option defined. The return type
will be correctly a string, boolean or integer type.
Updates to the doodad command-line tool:
* `doodad show` will print the Options on a .doodad file and, when showing a
.level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.
Options added to the game's built-in doodads:
* Warp Doors: "locked (exit only)" will make it so the door can not be opened
by the player, giving the "locked" message (as if it had no linked door),
but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
default when the level begins instead of closed. A switch or a button that
removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
default with the gemstone inserted. No power signal will be emitted; it is
cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-10 00:41:24 +00:00
|
|
|
// Not clickable if Readonly.
|
|
|
|
if !row.Readonly {
|
|
|
|
form.Supervisor.Add(btn)
|
|
|
|
}
|
|
|
|
|
2022-03-05 23:31:09 +00:00
|
|
|
// Tooltip? TODO - make nicer.
|
|
|
|
if row.Tooltip.Text != "" || row.Tooltip.TextVariable != nil {
|
2022-03-06 06:44:54 +00:00
|
|
|
tt := ui.NewTooltip(btn, row.Tooltip)
|
|
|
|
tt.Supervise(form.Supervisor)
|
2022-03-05 23:31:09 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Handlers
|
|
|
|
btn.Handle(ui.Click, func(ed ui.EventData) error {
|
2022-03-07 06:16:09 +00:00
|
|
|
// Text boxes, we want to prompt the user to enter new value?
|
|
|
|
if row.PromptUser != nil {
|
|
|
|
var value string
|
|
|
|
if row.TextVariable != nil {
|
|
|
|
value = *row.TextVariable
|
|
|
|
} else if row.IntVariable != nil {
|
|
|
|
value = fmt.Sprintf("%d", *row.IntVariable)
|
|
|
|
}
|
|
|
|
|
|
|
|
shmem.PromptPre("Enter new value: ", value, func(answer string) {
|
|
|
|
if answer != "" {
|
|
|
|
row.PromptUser(answer)
|
|
|
|
}
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
2022-03-05 23:31:09 +00:00
|
|
|
if row.OnClick != nil {
|
|
|
|
row.OnClick()
|
|
|
|
}
|
|
|
|
return nil
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
2022-01-18 02:51:11 +00:00
|
|
|
// Checkbox?
|
|
|
|
if row.Type == Checkbox {
|
|
|
|
cb := ui.NewCheckbox("Checkbox", row.BoolVariable, ui.NewLabel(ui.Label{
|
|
|
|
Text: row.Label,
|
|
|
|
Font: row.Font,
|
|
|
|
}))
|
|
|
|
cb.Supervise(form.Supervisor)
|
|
|
|
frame.Pack(cb, ui.Pack{
|
|
|
|
Side: ui.W,
|
|
|
|
FillX: true,
|
|
|
|
})
|
|
|
|
|
|
|
|
// Tooltip? TODO - make nicer.
|
|
|
|
if row.Tooltip.Text != "" || row.Tooltip.TextVariable != nil {
|
2022-03-06 06:44:54 +00:00
|
|
|
tt := ui.NewTooltip(cb, row.Tooltip)
|
|
|
|
tt.Supervise(form.Supervisor)
|
2022-01-18 02:51:11 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Handlers
|
|
|
|
cb.Handle(ui.Click, func(ed ui.EventData) error {
|
|
|
|
if row.OnClick != nil {
|
|
|
|
row.OnClick()
|
|
|
|
}
|
|
|
|
return nil
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
// Selectbox? also Radiobox for now.
|
|
|
|
if row.Type == Selectbox || row.Type == Radiobox {
|
|
|
|
btn := ui.NewSelectBox("Select", ui.Label{
|
|
|
|
Font: row.Font,
|
|
|
|
})
|
|
|
|
frame.Pack(btn, ui.Pack{
|
2022-02-20 02:25:36 +00:00
|
|
|
Side: ui.W,
|
|
|
|
FillX: true,
|
|
|
|
Expand: true,
|
2022-01-18 02:51:11 +00:00
|
|
|
})
|
|
|
|
|
|
|
|
if row.Options != nil {
|
|
|
|
for _, option := range row.Options {
|
2022-03-07 06:16:09 +00:00
|
|
|
if option.Separator {
|
|
|
|
btn.AddSeparator()
|
|
|
|
continue
|
|
|
|
}
|
2022-01-18 02:51:11 +00:00
|
|
|
btn.AddItem(option.Label, option.Value, func() {})
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-02-20 02:25:36 +00:00
|
|
|
if row.SelectValue != nil {
|
|
|
|
btn.SetValue(row.SelectValue)
|
|
|
|
}
|
|
|
|
|
|
|
|
btn.Handle(ui.Change, func(ed ui.EventData) error {
|
2022-01-18 02:51:11 +00:00
|
|
|
if selection, ok := btn.GetValue(); ok {
|
|
|
|
if row.OnSelect != nil {
|
|
|
|
row.OnSelect(selection.Value)
|
|
|
|
}
|
2023-02-17 05:47:18 +00:00
|
|
|
|
|
|
|
// Update bound variables.
|
|
|
|
if v, ok := selection.Value.(int); ok && row.IntVariable != nil {
|
|
|
|
*row.IntVariable = v
|
|
|
|
}
|
|
|
|
if v, ok := selection.Value.(string); ok && row.TextVariable != nil {
|
|
|
|
*row.TextVariable = v
|
|
|
|
}
|
2022-01-18 02:51:11 +00:00
|
|
|
}
|
|
|
|
return nil
|
|
|
|
})
|
|
|
|
|
2022-03-07 06:16:09 +00:00
|
|
|
// Tooltip? TODO - make nicer.
|
|
|
|
if row.Tooltip.Text != "" || row.Tooltip.TextVariable != nil {
|
|
|
|
tt := ui.NewTooltip(btn, row.Tooltip)
|
|
|
|
tt.Supervise(form.Supervisor)
|
|
|
|
}
|
|
|
|
|
2022-02-20 02:25:36 +00:00
|
|
|
btn.Supervise(form.Supervisor)
|
2022-01-18 02:51:11 +00:00
|
|
|
form.Supervisor.Add(btn)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
Infer the type if the field was of type Auto.
|
|
|
|
|
|
|
|
Returns the first Type inferred from the field by checking in
|
|
|
|
this order:
|
|
|
|
|
|
|
|
- Frame if the field has a *Frame
|
|
|
|
- Checkbox if there is a *BoolVariable
|
|
|
|
- Selectbox if there are Options
|
|
|
|
- Textbox if there is a *TextVariable
|
|
|
|
- Text if there is a Label
|
|
|
|
|
|
|
|
May return Auto if none of the above and be ignored.
|
|
|
|
*/
|
|
|
|
func (field Field) Infer() Type {
|
|
|
|
if field.Frame != nil {
|
|
|
|
return Frame
|
|
|
|
}
|
|
|
|
|
|
|
|
if field.BoolVariable != nil {
|
|
|
|
return Checkbox
|
|
|
|
}
|
|
|
|
|
|
|
|
if field.Options != nil && len(field.Options) > 0 {
|
|
|
|
return Selectbox
|
|
|
|
}
|
|
|
|
|
2022-03-05 23:31:09 +00:00
|
|
|
if field.TextVariable != nil || field.IntVariable != nil {
|
2022-01-18 02:51:11 +00:00
|
|
|
return Textbox
|
|
|
|
}
|
|
|
|
|
|
|
|
if field.Label != "" {
|
|
|
|
return Text
|
|
|
|
}
|
|
|
|
|
|
|
|
return Auto
|
|
|
|
}
|