Much Work
- Definable KeyMaps - Change 'Tabbable' to just use 'Focusable'
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@@ -28,15 +28,16 @@ import (
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type RelativeLayout struct {
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id string
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style tcell.Style
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x, y int
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w, h int
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widgetRelations map[Widget][]widgetRelation
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widgets []Widget
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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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x, y int
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w, h int
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keyMap KeyMap
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}
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var _ Widget = (*RelativeLayout)(nil)
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@@ -74,18 +75,26 @@ func (w *RelativeLayout) 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.tabbable = true
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w.focusable = true
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w.keyMap = BlankKeyMap()
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}
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func (w *RelativeLayout) Id() string { return w.id }
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func (w *RelativeLayout) 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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// TODO: Trickle-down HandleResize
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}
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func (w *RelativeLayout) HandleKey(ev *tcell.EventKey) bool { return false }
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func (w *RelativeLayout) SetKeyMap(km KeyMap) { w.keyMap = km }
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func (w *RelativeLayout) AddToKeyMap(km KeyMap) { w.keyMap.Merge(km) }
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func (w *RelativeLayout) 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 *RelativeLayout) HandleKey(ev *tcell.EventKey) bool { return w.keyMap.Handle(ev) }
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func (w *RelativeLayout) HandleTime(ev *tcell.EventTime) {}
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func (w *RelativeLayout) Draw(screen tcell.Screen) {
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if !w.visible {
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@@ -105,26 +114,25 @@ func (w *RelativeLayout) Draw(screen tcell.Screen) {
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*/
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}
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func (w *RelativeLayout) Active() bool { return w.active }
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func (w *RelativeLayout) SetActive(a bool) { w.active = a }
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func (w *RelativeLayout) Visible() bool { return w.visible }
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func (w *RelativeLayout) SetVisible(a bool) { w.visible = a }
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func (w *RelativeLayout) Focusable() bool { return true }
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func (w *RelativeLayout) SetTabbable(b bool) { w.tabbable = b }
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func (w *RelativeLayout) Tabbable() bool { return w.tabbable }
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func (w *RelativeLayout) SetX(x int) { w.x = x }
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func (w *RelativeLayout) SetY(y int) { w.y = y }
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func (w *RelativeLayout) GetX() int { return w.x }
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func (w *RelativeLayout) GetY() int { return w.y }
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func (w *RelativeLayout) SetSize(c Coord) { w.w, w.h = c.X, c.Y }
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func (w *RelativeLayout) GetPos() Coord { return Coord{X: w.x, Y: w.y} }
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func (w *RelativeLayout) SetPos(c Coord) { w.x, w.y = c.X, c.Y }
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func (w *RelativeLayout) SetW(wd int) { w.w = wd }
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func (w *RelativeLayout) SetH(h int) { w.h = h }
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func (w *RelativeLayout) GetW() int { return w.w }
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func (w *RelativeLayout) GetH() int { return w.h }
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func (w *RelativeLayout) WantW() int { return 1 }
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func (w *RelativeLayout) WantH() int { return 1 }
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func (w *RelativeLayout) Active() bool { return w.active }
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func (w *RelativeLayout) SetActive(a bool) { w.active = a }
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func (w *RelativeLayout) Visible() bool { return w.visible }
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func (w *RelativeLayout) SetVisible(a bool) { w.visible = a }
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func (w *RelativeLayout) Focusable() bool { return w.focusable }
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func (w *RelativeLayout) SetFocusable(b bool) { w.focusable = b }
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func (w *RelativeLayout) SetX(x int) { w.x = x }
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func (w *RelativeLayout) SetY(y int) { w.y = y }
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func (w *RelativeLayout) GetX() int { return w.x }
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func (w *RelativeLayout) GetY() int { return w.y }
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func (w *RelativeLayout) SetSize(c Coord) { w.w, w.h = c.X, c.Y }
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func (w *RelativeLayout) GetPos() Coord { return Coord{X: w.x, Y: w.y} }
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func (w *RelativeLayout) SetPos(c Coord) { w.x, w.y = c.X, c.Y }
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func (w *RelativeLayout) SetW(wd int) { w.w = wd }
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func (w *RelativeLayout) SetH(h int) { w.h = h }
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func (w *RelativeLayout) GetW() int { return w.w }
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func (w *RelativeLayout) GetH() int { return w.h }
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func (w *RelativeLayout) WantW() int { return 1 }
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func (w *RelativeLayout) WantH() int { return 1 }
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func (w *RelativeLayout) MinW() int {
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// Find the highest value for x in all widgets GetX() + MinW()
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var minW int
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