Much Work
- Definable KeyMaps - Change 'Tabbable' to just use 'Focusable'
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@@ -36,9 +36,10 @@ type Button struct {
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x, y int
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w, h int
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active bool
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visible bool
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tabbable bool
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active bool
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visible bool
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focusable bool
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keyMap KeyMap
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onPressed func() bool
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logger func(string, ...any)
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@@ -56,24 +57,31 @@ func (w *Button) Init(id string, style tcell.Style) {
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w.id = id
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w.style = style
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w.visible = true
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w.keyMap = NewKeyMap(map[tcell.Key]func(ev *tcell.EventKey) bool{
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tcell.KeyEnter: func(ev *tcell.EventKey) bool { return w.onPressed() },
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})
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w.onPressed = func() bool { return false }
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w.tabbable = true
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w.focusable = true
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}
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func (w *Button) Id() string { return w.id }
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func (w *Button) HandleResize(ev *tcell.EventResize) {
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w.w, w.h = ev.Size()
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// w.w = wh.Min(w.w, w.WantW())
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// w.h = wh.Min(w.h, w.WantH())
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func (w *Button) Id() string { return w.id }
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func (w *Button) HandleResize(ev *tcell.EventResize) { w.w, w.h = ev.Size() }
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func (w *Button) SetKeyMap(km KeyMap) { w.keyMap = km }
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func (w *Button) AddToKeyMap(km KeyMap) { w.keyMap.Merge(km) }
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func (w *Button) RemoveFromKeyMap(km KeyMap) {
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for k := range km.Keys {
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w.keyMap.Remove(k)
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}
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for r := range km.Runes {
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w.keyMap.RemoveRune(r)
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}
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}
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func (w *Button) HandleKey(ev *tcell.EventKey) bool {
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if !w.active {
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return false
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}
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if ev.Key() == tcell.KeyEnter {
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return w.onPressed()
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}
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return false
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return w.keyMap.Handle(ev)
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}
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func (w *Button) HandleTime(ev *tcell.EventTime) {}
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@@ -81,12 +89,7 @@ func (w *Button) Draw(screen tcell.Screen) {
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if !w.visible {
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return
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}
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dStyle := w.style
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if w.active {
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dStyle = w.style.Bold(true)
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} else {
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dStyle = w.style.Dim(true)
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}
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dStyle := w.style.Dim(!w.active)
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switch w.h {
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case 1:
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lbl := w.label
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@@ -123,28 +126,27 @@ func (w *Button) Draw(screen tcell.Screen) {
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wh.DrawText(w.x, w.y+2, fmt.Sprintf("╰%s╯", strings.Repeat("─", w.w-2)), dStyle, screen)
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}
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func (w *Button) Active() bool { return w.active }
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func (w *Button) SetActive(a bool) { w.active = a }
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func (w *Button) Visible() bool { return w.visible }
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func (w *Button) SetVisible(a bool) { w.visible = a }
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func (w *Button) SetX(x int) { w.x = x }
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func (w *Button) SetY(y int) { w.y = y }
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func (w *Button) GetX() int { return w.x }
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func (w *Button) GetY() int { return w.y }
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func (w *Button) GetPos() Coord { return Coord{X: w.x, Y: w.y} }
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func (w *Button) SetPos(c Coord) { w.x, w.y = c.X, c.Y }
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func (w *Button) SetW(x int) { w.w = x }
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func (w *Button) SetH(y int) { w.h = y }
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func (w *Button) GetW() int { return w.w }
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func (w *Button) GetH() int { return w.h }
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func (w *Button) WantW() int { return 4 + len(w.label) }
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func (w *Button) WantH() int { return 3 }
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func (w *Button) SetSize(c Coord) { w.w, w.h = c.X, c.Y }
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func (w *Button) Focusable() bool { return true }
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func (w *Button) SetTabbable(b bool) { w.tabbable = b }
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func (w *Button) Tabbable() bool { return w.tabbable }
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func (w *Button) MinW() int { return len(w.label) + 2 }
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func (w *Button) MinH() int { return 1 }
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func (w *Button) Active() bool { return w.active }
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func (w *Button) SetActive(a bool) { w.active = a }
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func (w *Button) Visible() bool { return w.visible }
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func (w *Button) SetVisible(a bool) { w.visible = a }
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func (w *Button) SetX(x int) { w.x = x }
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func (w *Button) SetY(y int) { w.y = y }
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func (w *Button) GetX() int { return w.x }
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func (w *Button) GetY() int { return w.y }
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func (w *Button) GetPos() Coord { return Coord{X: w.x, Y: w.y} }
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func (w *Button) SetPos(c Coord) { w.x, w.y = c.X, c.Y }
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func (w *Button) SetW(x int) { w.w = x }
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func (w *Button) SetH(y int) { w.h = y }
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func (w *Button) GetW() int { return w.w }
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func (w *Button) GetH() int { return w.h }
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func (w *Button) WantW() int { return 4 + len(w.label) }
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func (w *Button) WantH() int { return 3 }
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func (w *Button) SetSize(c Coord) { w.w, w.h = c.X, c.Y }
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func (w *Button) Focusable() bool { return w.focusable }
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func (w *Button) SetFocusable(b bool) { w.focusable = b }
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func (w *Button) MinW() int { return len(w.label) + 2 }
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func (w *Button) MinH() int { return 1 }
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func (w *Button) SetLabel(l string) { w.label = l }
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func (w *Button) SetOnPressed(p func() bool) { w.onPressed = p }
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