gi

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Published: Jun 5, 2022 License: BSD-3-Clause Imports: 64 Imported by: 250

Documentation

Overview

Package Gi (GoGi) provides a Graphical Interface based on GoKi Tree Node structs

2D and 3D (in gi3d) scenegraphs supported, each rendering to respective Viewport or Scene. Scene is a 2D element that embeds the 3D scene, and a 2D Viewport can in turn be embedded within the 3D scene.

The 2D scenegraph supports:

  • Widget nodes for GUI actions (Buttons, Menus etc) -- render directly via GiRl
  • Layouts for placing widgets, which are also container nodes
  • CSS-based styling, directly on Node Props (properties), and CSS StyleSheet
  • svg sub-package with SVG Viewport and shapes, paths, etc -- full SVG support
  • Icon is a wrapper around an SVG -- any SVG icon can be used

Layout Logic

All 2D scenegraphs are controlled by the Layout, which provides the logic for organizing widgets / elements within the constraints of the display. Typically start with a vertical LayoutVert in the viewport, with LayoutHoriz's within that, or a LayoutGrid for more complex layouts:

	win := gi.NewMainWindow("test-window", "Test Window", width, height)
	vp := win.WinViewport2D()
	updt := vp.UpdateStart()

	vlay := win.SetMainVLay() // or SetMainFrame

	row1 := gi.AddNewLayout(vlay, "row1", gi.LayoutHoriz)

	...

    vp.UpdateEnd(updt)

Controlling the layout involves the following style properties:

  • width / height: sets the preferred size of item -- layout tries to give this amount of space unless it can't in which case it falls back on:

  • min-width / min-height: minimum size -- will not scale below this size. if not specified, it defaults to 1 em (the size of 1 character)

  • max-width / max-height: maximum size -- will not exceed this size if specified, otherwise if 0 it is ignored and preferred size is used. If a negative number is specified, then the item stretches to take up available room. The Stretch node is a builtin type that has this property set automatically, and can be added to any layout to fill up any available space. The preferred size of the item is used to determine how much of the space is used by each stretchable element, so you can set that to achieve different proportional spacing. By default the Stretch is just the minimum 1em in preferred size.

  • horizontal-align / vertical-align: for the other dimension in a Layout (e.g., for LayoutHoriz, the vertical dimension) this specifies how the items are aligned within the available space (e.g., tops, bottoms, centers). In the dimension of the Layout (horiz for LayoutHoriz) it determines how extra space is allocated (only if there aren't any infinitely stretchy elements), e.g., right / left / center or justified.

  • SetFixedWidth / Height method can be used to set all size params to the same value, causing that item to be definitively sized. This is convenient for sizing the Space node which adds a fixed amount of space (1em by default).

  • See the wiki for more detailed documentation.

Signals

All widgets send appropriate signals about user actions -- Connect to those and check the signal type to determine the type of event. Only one connection per receiver -- handle all the different signal types in one function.

Views

Views are Widgets that automatically display and interact with standard Go data, including structs, maps, slices, and the primitive data elements (string, int, etc). This implements a form of model / view separation between data and GUI representation thereof, where the models are the Go data elements themselves.

Views provide automatic, powerful GUI access to essentially any data in any other Go package. Furthermore, the ValueView framework allows for easy customization and extension of the GUI representation, based on the classic Go "Stringer"-like interface paradigm -- simply define a ValueView() method on any type, returning giv.ValueView that manages the interface between data structures and GUI representations.

See giv sub-package for all the View elements

SVG for Icons, Displays, etc

SVG (Structured Vector Graphics) is used icons, and for rendering any kind of graphical output (drawing a graph, dial, etc). See svg sub-package, and examples/svg for an svg viewer, and examples/marbles for an svg animation.

Overlays and Sprites

The gi.Window can render Sprite images to an OverTex overlay texture, which is cleared to be transparent prior to rendering any active sprites. This is used for cursors (e.g., TextField, giv.TextView cursors), Drag-n-Drop, etc.

Index

Constants

View Source
const (
	AddOk     = true
	NoOk      = false
	AddCancel = true
	NoCancel  = false
)

Dialog Ok, Cancel options

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const (
	// Popups means include popups
	Popups = true

	// NoPopups means exclude popups
	NoPopups = false
)
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const (
	X = mat32.X
	Y = mat32.Y
)
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const (
	Version     = "v1.3.1"
	GitCommit   = "a5f83fdd"         // the commit JUST BEFORE the release
	VersionDate = "2022-06-05 11:38" // UTC
)
View Source
const (
	// MaxDirectUploads are direct GPU texture transfer sources
	MaxDirectUploads = 7

	// MaxPopups is the maximum number of viewport regions
	// updated directly from popups
	MaxPopups = 8

	// Where region updates start (start of Set 1) -- 16
	RegionUpdateStart = 1 + MaxDirectUploads + MaxPopups

	// Full set of region updates in set = 1
	MaxRegionUpdates = 16

	// Sprites are stored as arrays of same-sized textures,
	// allocated by size in Set 2, starting at 32
	SpriteStart = RegionUpdateStart + MaxRegionUpdates

	// Full set of sprite textures in set = 2
	MaxSpriteTextures = 16

	// Allocate 128 layers within each sprite size
	MaxSpritesPerTexture = 128
)

These constants define use of Texture images in vdraw.Drawer for updating the window efficiently. They are allocated in sets of 16: Set 0: 0 = main viewport, DirectUploads, Popups Set 1: 16 region update images Set 2: 16 sprite arrays with 128 allocated per size

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const DNDSpriteName = "gi.Window:DNDSprite"

Variables

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var (
	// EventSkipLagMSec is the number of milliseconds of lag between the time the
	// event was sent to the time it is being processed, above which a repeated
	// event type (scroll, drag, resize) is skipped
	EventSkipLagMSec = 50

	// FilterLaggyKeyEvents -- set to true to apply laggy filter to KeyEvents
	// (normally excluded)
	FilterLaggyKeyEvents = false

	// DragStartMSec is the number of milliseconds to wait before initiating a
	// regular mouse drag event (as opposed to a basic mouse.Press)
	DragStartMSec = 50

	// DragStartPix is the number of pixels that must be moved before
	// initiating a regular mouse drag event (as opposed to a basic mouse.Press)
	DragStartPix = 4

	// DNDStartMSec is the number of milliseconds to wait before initiating a
	// drag-n-drop event -- gotta drag it like you mean it
	DNDStartMSec = 200

	// DNDStartPix is the number of pixels that must be moved before
	// initiating a drag-n-drop event -- gotta drag it like you mean it
	DNDStartPix = 20

	// HoverStartMSec is the number of milliseconds to wait before initiating a
	// hover event (e.g., for opening a tooltip)
	HoverStartMSec = 1000

	// HoverMaxPix is the maximum number of pixels that mouse can move and still
	// register a Hover event
	HoverMaxPix = 5

	// LocalMainMenu controls whether the main menu is displayed locally at top of
	// each window, in addition to the global menu at the top of the screen.  Mac
	// native apps do not do this, but OTOH it makes things more consistent with
	// other platforms, and with larger screens, it can be convenient to have
	// access to all the menu items right there.  Controlled by Prefs.Params
	// variable.
	LocalMainMenu = false

	// WinEventTrace reports a trace of window events to stdout
	// can be set in PrefsDebug from prefs gui
	// excludes mouse move events
	WinEventTrace = false

	// WinPublishTrace reports the stack trace leading up to win publish events
	// which are expensive -- wrap multiple updates in UpdateStart / End
	// to prevent
	// can be set in PrefsDebug from prefs gui
	WinPublishTrace = false

	// WinDrawTrace highlights the window regions that are drawn to update
	// the window, using filled colored rectangles
	WinDrawTrace = false

	// KeyEventTrace reports a trace of keyboard events to stdout
	// can be set in PrefsDebug from prefs gui
	KeyEventTrace = false

	// EventTrace reports a trace of event handing to stdout.
	// can be set in PrefsDebug from prefs gui
	EventTrace = false

	// WinNewCloseTime records last time a new window was opened or another
	// closed -- used to trigger updating of Window menus on each window.
	WinNewCloseTime time.Time

	// WindowGlobalMu is a mutex for any global state associated with windows
	WindowGlobalMu sync.Mutex

	// WindowOpenTimer is used for profiling the open time of windows
	// if doing profiling, it will report the time elapsed in msec
	// to point of establishing initial focus in the window.
	WindowOpenTimer time.Time
)
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var ActionProps = ki.Props{
	"EnumType:Flag":    KiT_ButtonFlags,
	"border-width":     units.NewPx(0),
	"border-radius":    units.NewPx(0),
	"border-color":     &Prefs.Colors.Border,
	"text-align":       gist.AlignCenter,
	"background-color": &Prefs.Colors.Control,
	"color":            &Prefs.Colors.Font,
	"padding":          units.NewPx(2),
	"margin":           units.NewPx(2),
	"min-width":        units.NewEm(1),
	"min-height":       units.NewEm(1),
	"#icon": ki.Props{
		"width":   units.NewEm(1),
		"height":  units.NewEm(1),
		"margin":  units.NewPx(0),
		"padding": units.NewPx(0),
		"fill":    &Prefs.Colors.Icon,
		"stroke":  &Prefs.Colors.Font,
	},
	"#space": ki.Props{
		"width":     units.NewCh(.5),
		"min-width": units.NewCh(.5),
	},
	"#label": ki.Props{
		"margin":  units.NewPx(0),
		"padding": units.NewPx(0),
	},
	"#indicator": ki.Props{
		"width":          units.NewEx(1.5),
		"height":         units.NewEx(1.5),
		"margin":         units.NewPx(0),
		"padding":        units.NewPx(0),
		"vertical-align": gist.AlignBottom,
		"fill":           &Prefs.Colors.Icon,
		"stroke":         &Prefs.Colors.Font,
	},
	"#ind-stretch": ki.Props{
		"width": units.NewEm(1),
	},
	"#shortcut": ki.Props{
		"margin":  units.NewPx(0),
		"padding": units.NewPx(0),
	},
	"#sc-stretch": ki.Props{
		"min-width": units.NewCh(2),
	},
	".menu-action": ki.Props{
		"padding":   units.NewPx(2),
		"margin":    units.NewPx(0),
		"max-width": -1,
		"indicator": "wedge-right",
		ButtonSelectors[ButtonActive]: ki.Props{
			"background-color": "lighter-0",
		},
		ButtonSelectors[ButtonInactive]: ki.Props{
			"border-color": "highlight-50",
			"color":        "highlight-50",
		},
		ButtonSelectors[ButtonHover]: ki.Props{
			"background-color": "highlight-10",
		},
		ButtonSelectors[ButtonFocus]: ki.Props{
			"border-width":     units.NewPx(2),
			"background-color": "samelight-50",
		},
		ButtonSelectors[ButtonDown]: ki.Props{
			"color":            "highlight-90",
			"background-color": "highlight-30",
		},
		ButtonSelectors[ButtonSelected]: ki.Props{
			"background-color": &Prefs.Colors.Select,
		},
	},
	".menubar-action": ki.Props{
		"padding":      units.NewPx(4),
		"margin":       units.NewPx(0),
		"indicator":    "none",
		"border-width": units.NewPx(0),
		ButtonSelectors[ButtonActive]: ki.Props{
			"background-color": "linear-gradient(lighter-0, highlight-10)",
		},
		ButtonSelectors[ButtonInactive]: ki.Props{
			"border-color": "lighter-50",
			"color":        "lighter-50",
		},
		ButtonSelectors[ButtonHover]: ki.Props{
			"background-color": "linear-gradient(highlight-10, highlight-10)",
		},
		ButtonSelectors[ButtonFocus]: ki.Props{
			"border-width":     units.NewPx(2),
			"background-color": "linear-gradient(samelight-50, highlight-10)",
		},
		ButtonSelectors[ButtonDown]: ki.Props{
			"color":            "lighter-90",
			"background-color": "linear-gradient(highlight-30, highlight-10)",
		},
		ButtonSelectors[ButtonSelected]: ki.Props{
			"background-color": "linear-gradient(pref(Select), highlight-10)",
		},
	},
	".toolbar-action": ki.Props{
		"padding":      units.NewPx(4),
		"margin":       units.NewPx(0),
		"indicator":    "none",
		"border-width": units.NewPx(0.5),
		ButtonSelectors[ButtonActive]: ki.Props{
			"background-color": "linear-gradient(lighter-0, highlight-10)",
		},
		ButtonSelectors[ButtonInactive]: ki.Props{
			"border-color": "lighter-50",
			"color":        "lighter-50",
		},
		ButtonSelectors[ButtonHover]: ki.Props{
			"background-color": "linear-gradient(highlight-10, highlight-10)",
		},
		ButtonSelectors[ButtonFocus]: ki.Props{
			"border-width":     units.NewPx(2),
			"background-color": "linear-gradient(samelight-50, highlight-10)",
		},
		ButtonSelectors[ButtonDown]: ki.Props{
			"color":            "lighter-90",
			"background-color": "linear-gradient(highlight-30, highlight-10)",
		},
		ButtonSelectors[ButtonSelected]: ki.Props{
			"background-color": "linear-gradient(pref(Select), highlight-10)",
		},
	},
	".": ki.Props{
		ButtonSelectors[ButtonActive]: ki.Props{
			"background-color": "linear-gradient(lighter-0, highlight-10)",
		},
		ButtonSelectors[ButtonInactive]: ki.Props{
			"border-color": "lighter-50",
			"color":        "lighter-50",
		},
		ButtonSelectors[ButtonHover]: ki.Props{
			"background-color": "linear-gradient(highlight-10, highlight-10)",
		},
		ButtonSelectors[ButtonFocus]: ki.Props{
			"border-width":     units.NewPx(2),
			"background-color": "linear-gradient(samelight-50, highlight-10)",
		},
		ButtonSelectors[ButtonDown]: ki.Props{
			"color":            "lighter-90",
			"background-color": "linear-gradient(highlight-30, highlight-10)",
		},
		ButtonSelectors[ButtonSelected]: ki.Props{
			"background-color": "linear-gradient(pref(Select), highlight-10)",
		},
	},
}
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var AutoScrollRate = float32(1.0)

AutoScrollRate determines the rate of auto-scrolling of layouts

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var AvailKeyMapsChanged = false

AvailKeyMapsChanged is used to update giv.KeyMapsView toolbars via following menu, toolbar props update methods -- not accurate if editing any other map but works for now..

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var BitmapProps = ki.Props{
	"EnumType:Flag":    KiT_NodeFlags,
	"background-color": &Prefs.Colors.Background,
	"ToolBar": ki.PropSlice{
		{"OpenImage", ki.Props{
			"desc": "Open an image for this bitmap.  if width and/or height is > 0, then image is rescaled to that dimension, preserving aspect ratio if other one is not set",
			"icon": "file-open",
			"Args": ki.PropSlice{
				{"File Name", ki.Props{
					"default-field": "Filename",
					"ext":           ".png,.jpg",
				}},
				{"Width", ki.Props{
					"desc": "width in raw display dots -- use image size if 0",
				}},
				{"Height", ki.Props{
					"desc": "height in raw display dots -- use image size if 0",
				}},
			},
		}},
	},
}
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var ButtonBaseProps = ki.Props{
	"base-type":     true,
	"EnumType:Flag": KiT_ButtonFlags,
}
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var ButtonBoxProps = ki.Props{
	"EnumType:Flag":    KiT_NodeFlags,
	"border-width":     units.NewPx(1),
	"border-radius":    units.NewPx(2),
	"border-color":     &Prefs.Colors.Border,
	"padding":          units.NewPx(2),
	"margin":           units.NewPx(2),
	"text-align":       gist.AlignCenter,
	"background-color": &Prefs.Colors.Control,
	"color":            &Prefs.Colors.Font,
}
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var ButtonProps = ki.Props{
	"EnumType:Flag":    KiT_ButtonFlags,
	"border-width":     units.NewPx(1),
	"border-radius":    units.NewPx(4),
	"border-color":     &Prefs.Colors.Border,
	"padding":          units.NewPx(4),
	"margin":           units.NewPx(2),
	"min-width":        units.NewEm(1),
	"min-height":       units.NewEm(1),
	"text-align":       gist.AlignCenter,
	"background-color": &Prefs.Colors.Control,
	"color":            &Prefs.Colors.Font,
	"#space": ki.Props{
		"width":     units.NewCh(.5),
		"min-width": units.NewCh(.5),
	},
	"#icon": ki.Props{
		"width":   units.NewEm(1),
		"height":  units.NewEm(1),
		"margin":  units.NewPx(0),
		"padding": units.NewPx(0),
		"fill":    &Prefs.Colors.Icon,
		"stroke":  &Prefs.Colors.Font,
	},
	"#label": ki.Props{
		"margin":  units.NewPx(0),
		"padding": units.NewPx(0),
	},
	"#indicator": ki.Props{
		"width":          units.NewEx(1.5),
		"height":         units.NewEx(1.5),
		"margin":         units.NewPx(0),
		"padding":        units.NewPx(0),
		"vertical-align": gist.AlignBottom,
		"fill":           &Prefs.Colors.Icon,
		"stroke":         &Prefs.Colors.Font,
	},
	"#ind-stretch": ki.Props{
		"width": units.NewEm(1),
	},
	ButtonSelectors[ButtonActive]: ki.Props{
		"background-color": "linear-gradient(lighter-0, highlight-10)",
	},
	ButtonSelectors[ButtonInactive]: ki.Props{
		"border-color": "lighter-50",
		"color":        "lighter-50",
	},
	ButtonSelectors[ButtonHover]: ki.Props{
		"background-color": "linear-gradient(highlight-10, highlight-10)",
	},
	ButtonSelectors[ButtonFocus]: ki.Props{
		"border-width":     units.NewPx(2),
		"background-color": "linear-gradient(samelight-50, highlight-10)",
	},
	ButtonSelectors[ButtonDown]: ki.Props{
		"color":            "lighter-90",
		"background-color": "linear-gradient(highlight-30, highlight-10)",
	},
	ButtonSelectors[ButtonSelected]: ki.Props{
		"background-color": "linear-gradient(pref(Select), highlight-10)",
	},
}
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var ButtonSelectors = []string{":active", ":inactive", ":hover", ":focus", ":down", ":selected"}

Style selector names for the different states: https://www.w3schools.com/cssref/css_selectors.asp

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var CheckBoxProps = ki.Props{
	"EnumType:Flag":    KiT_ButtonFlags,
	"icon":             "checked-box",
	"icon-off":         "unchecked-box",
	"text-align":       gist.AlignLeft,
	"color":            &Prefs.Colors.Font,
	"background-color": &Prefs.Colors.Control,
	"margin":           units.NewPx(1),
	"padding":          units.NewPx(1),
	"border-width":     units.NewPx(0),
	"#icon0": ki.Props{
		"width":            units.NewEm(1),
		"height":           units.NewEm(1),
		"margin":           units.NewPx(0),
		"padding":          units.NewPx(0),
		"background-color": color.Transparent,
		"fill":             &Prefs.Colors.Control,
		"stroke":           &Prefs.Colors.Font,
	},
	"#icon1": ki.Props{
		"width":            units.NewEm(1),
		"height":           units.NewEm(1),
		"margin":           units.NewPx(0),
		"padding":          units.NewPx(0),
		"background-color": color.Transparent,
		"fill":             &Prefs.Colors.Control,
		"stroke":           &Prefs.Colors.Font,
	},
	"#space": ki.Props{
		"width": units.NewCh(0.1),
	},
	"#label": ki.Props{
		"margin":  units.NewPx(0),
		"padding": units.NewPx(0),
	},
	ButtonSelectors[ButtonActive]: ki.Props{
		"background-color": "lighter-0",
	},
	ButtonSelectors[ButtonInactive]: ki.Props{
		"border-color": "highlight-50",
		"color":        "highlight-50",
	},
	ButtonSelectors[ButtonHover]: ki.Props{
		"background-color": "highlight-10",
	},
	ButtonSelectors[ButtonFocus]: ki.Props{
		"border-width":     units.NewPx(2),
		"background-color": "samelight-50",
	},
	ButtonSelectors[ButtonDown]: ki.Props{
		"color":            "highlight-90",
		"background-color": "highlight-30",
	},
	ButtonSelectors[ButtonSelected]: ki.Props{
		"background-color": &Prefs.Colors.Select,
	},
}
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var ColorPrefsProps = ki.Props{
	"ToolBar": ki.PropSlice{
		{"OpenJSON", ki.Props{
			"label": "Open...",
			"icon":  "file-open",
			"desc":  "open set of colors from a json-formatted file",
			"Args": ki.PropSlice{
				{"Color File Name", ki.Props{
					"ext": ".json",
				}},
			},
		}},
		{"SaveJSON", ki.Props{
			"label": "Save As...",
			"desc":  "Saves colors to JSON formatted file.",
			"icon":  "file-save",
			"Args": ki.PropSlice{
				{"Color File Name", ki.Props{
					"ext": ".json",
				}},
			},
		}},
		{"SetToPrefs", ki.Props{
			"desc": "Sets this color scheme as the current active color scheme in Prefs.",
			"icon": "reset",
		}},
	},
}

ColorPrefsProps defines the ToolBar

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var ComboBoxProps = ki.Props{
	"EnumType:Flag":    KiT_ButtonFlags,
	"border-width":     units.NewPx(1),
	"border-radius":    units.NewPx(4),
	"border-color":     &Prefs.Colors.Border,
	"padding":          units.NewPx(4),
	"margin":           units.NewPx(4),
	"text-align":       gist.AlignCenter,
	"background-color": &Prefs.Colors.Control,
	"color":            &Prefs.Colors.Font,
	"#icon": ki.Props{
		"width":   units.NewEm(1),
		"height":  units.NewEm(1),
		"margin":  units.NewPx(0),
		"padding": units.NewPx(0),
		"fill":    &Prefs.Colors.Icon,
		"stroke":  &Prefs.Colors.Font,
	},
	"#label": ki.Props{
		"margin":  units.NewPx(0),
		"padding": units.NewPx(0),
	},
	"#text": ki.Props{
		"margin":    units.NewPx(1),
		"padding":   units.NewPx(1),
		"max-width": -1,
		"width":     units.NewCh(12),
	},
	"#indicator": ki.Props{
		"width":          units.NewEx(1.5),
		"height":         units.NewEx(1.5),
		"margin":         units.NewPx(0),
		"padding":        units.NewPx(0),
		"vertical-align": gist.AlignBottom,
		"fill":           &Prefs.Colors.Icon,
		"stroke":         &Prefs.Colors.Font,
	},
	"#ind-stretch": ki.Props{
		"width": units.NewEm(1),
	},
	ButtonSelectors[ButtonActive]: ki.Props{
		"background-color": "linear-gradient(lighter-0, highlight-10)",
	},
	ButtonSelectors[ButtonInactive]: ki.Props{
		"border-color": "highlight-50",
		"color":        "highlight-50",
	},
	ButtonSelectors[ButtonHover]: ki.Props{
		"background-color": "linear-gradient(highlight-10, highlight-10)",
	},
	ButtonSelectors[ButtonFocus]: ki.Props{
		"border-width":     units.NewPx(2),
		"background-color": "linear-gradient(samelight-50, highlight-10)",
	},
	ButtonSelectors[ButtonDown]: ki.Props{
		"color":            "highlight-90",
		"background-color": "linear-gradient(highlight-30, highlight-10)",
	},
	ButtonSelectors[ButtonSelected]: ki.Props{
		"background-color": "linear-gradient(pref(Select), highlight-10)",
		"color":            "highlight-90",
	},
}
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var CompleteMaxItems = 25

CompleteMaxItems is the max number of items to display in completer popup

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var CompleteWaitMSec = 500

CompleteWaitMSec is the number of milliseconds to wait before showing the completion menu

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var CurIconList []IconName

CurIconList holds the current icon list, alpha sorted -- set at startup

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var CursorBlinkMSec = 500

CursorBlinkMSec is number of milliseconds that cursor blinks on and off -- set to 0 to disable blinking

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var CustomAppMenuFunc = (func(m *Menu, win *Window))(nil)

CustomAppMenuFunc is a function called by AddAppMenu after the AddStdAppMenu is called -- apps can set this function to add / modify / etc the menu

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var DNDTrace = false

DNDTrace can be set to true to get a trace of the DND process

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var DefaultKeyMap = KeyMapName("MacEmacs")

DefaultKeyMap is the overall default keymap -- reinitialized in gimain init() depending on platform

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var DefaultPaths = FavPaths{
	{"home", "home", "~"},
	{"desktop", "Desktop", "~/Desktop"},
	{"documents", "Documents", "~/Documents"},
	{"folder-download", "Downloads", "~/Downloads"},
	{"computer", "root", "/"},
}

DefaultPaths are default favorite paths

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var DialogProps = ki.Props{
	"EnumType:Flag": KiT_VpFlags,
	"color":         &Prefs.Colors.Font,
	"#frame": ki.Props{
		"border-width":        units.NewPx(2),
		"margin":              units.NewPx(8),
		"padding":             units.NewPx(4),
		"box-shadow.h-offset": units.NewPx(4),
		"box-shadow.v-offset": units.NewPx(4),
		"box-shadow.blur":     units.NewPx(4),
		"box-shadow.color":    &Prefs.Colors.Shadow,
	},
	"#title": ki.Props{

		"max-width":        units.NewPx(-1),
		"horizontal-align": gist.AlignCenter,
		"vertical-align":   gist.AlignTop,
		"background-color": "none",
		"font-size":        "large",
	},
	"#prompt": ki.Props{
		"white-space":      gist.WhiteSpaceNormal,
		"max-width":        -1,
		"width":            units.NewCh(30),
		"text-align":       gist.AlignLeft,
		"vertical-align":   gist.AlignTop,
		"background-color": "none",
	},
}
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var DialogsSepWindow = true

DialogsSepWindow determines if dialog windows open in a separate OS-level window, or do they open within the same parent window. If only within parent window, then they are always effectively modal.

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var FileViewEditPaths = "<i>Edit Paths...</i>"

FileViewEditPaths defines a string that is added as an item to the recents menu

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var FileViewResetPaths = "<i>Reset Paths</i>"

FileViewResetPaths defines a string that is added as an item to the recents menu

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var FocusWindows []string

FocusWindows is a "recents" stack of window names that have focus when a window gets focus, it pops to the top of this list when a window is closed, it is removed from the list, and the top item on the list gets focused.

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var FrameProps = ki.Props{
	"EnumType:Flag":    KiT_NodeFlags,
	"border-width":     units.NewPx(2),
	"border-radius":    units.NewPx(0),
	"border-color":     &Prefs.Colors.Border,
	"padding":          units.NewPx(2),
	"margin":           units.NewPx(2),
	"color":            &Prefs.Colors.Font,
	"background-color": &Prefs.Colors.Background,
}
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var IconProps = ki.Props{
	"EnumType:Flag":    KiT_NodeFlags,
	"background-color": color.Transparent,
}
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var KeyMapsProps = ki.Props{
	"MainMenu": ki.PropSlice{
		{"AppMenu", ki.BlankProp{}},
		{"File", ki.PropSlice{
			{"OpenPrefs", ki.Props{}},
			{"SavePrefs", ki.Props{
				"shortcut": KeyFunMenuSave,
				"updtfunc": func(kmi interface{}, act *Action) {
					act.SetActiveState(AvailKeyMapsChanged && kmi.(*KeyMaps) == &AvailKeyMaps)
				},
			}},
			{"sep-file", ki.BlankProp{}},
			{"OpenJSON", ki.Props{
				"label":    "Open from file",
				"desc":     "You can save and open key maps to / from files to share, experiment, transfer, etc",
				"shortcut": KeyFunMenuOpen,
				"Args": ki.PropSlice{
					{"File Name", ki.Props{
						"ext": ".json",
					}},
				},
			}},
			{"SaveJSON", ki.Props{
				"label":    "Save to file",
				"desc":     "You can save and open key maps to / from files to share, experiment, transfer, etc",
				"shortcut": KeyFunMenuSaveAs,
				"Args": ki.PropSlice{
					{"File Name", ki.Props{
						"ext": ".json",
					}},
				},
			}},
			{"RevertToStd", ki.Props{
				"desc":    "This reverts the keymaps to using the StdKeyMaps that are compiled into the program and have all the lastest key functions defined.  If you have edited your maps, and are finding things not working, it is a good idea to save your current maps and try this, or at least do ViewStdMaps to see the current standards.  <b>Your current map edits will be lost if you proceed!</b>  Continue?",
				"confirm": true,
			}},
		}},
		{"Edit", "Copy Cut Paste Dupe"},
		{"Window", "Windows"},
	},
	"ToolBar": ki.PropSlice{
		{"SavePrefs", ki.Props{
			"desc": "saves KeyMaps to GoGi standard prefs directory, in file key_maps_prefs.json, which will be loaded automatically at startup if prefs SaveKeyMaps is checked (should be if you're using custom keymaps)",
			"icon": "file-save",
			"updtfunc": func(kmi interface{}, act *Action) {
				act.SetActiveState(AvailKeyMapsChanged && kmi.(*KeyMaps) == &AvailKeyMaps)
			},
		}},
		{"sep-file", ki.BlankProp{}},
		{"OpenJSON", ki.Props{
			"label": "Open from file",
			"icon":  "file-open",
			"desc":  "You can save and open key maps to / from files to share, experiment, transfer, etc",
			"Args": ki.PropSlice{
				{"File Name", ki.Props{
					"ext": ".json",
				}},
			},
		}},
		{"SaveJSON", ki.Props{
			"label": "Save to file",
			"icon":  "file-save",
			"desc":  "You can save and open key maps to / from files to share, experiment, transfer, etc",
			"Args": ki.PropSlice{
				{"File Name", ki.Props{
					"ext": ".json",
				}},
			},
		}},
		{"sep-std", ki.BlankProp{}},
		{"ViewStd", ki.Props{
			"desc":    "Shows the standard maps that are compiled into the program and have all the lastest key functions bound to standard key chords.  Useful for comparing against custom maps.",
			"confirm": true,
			"updtfunc": func(kmi interface{}, act *Action) {
				act.SetActiveStateUpdt(kmi.(*KeyMaps) != &StdKeyMaps)
			},
		}},
		{"RevertToStd", ki.Props{
			"icon":    "update",
			"desc":    "This reverts the keymaps to using the StdKeyMaps that are compiled into the program and have all the lastest key functions bound to standard key chords.  If you have edited your maps, and are finding things not working, it is a good idea to save your current maps and try this, or at least do ViewStdMaps to see the current standards.  <b>Your current map edits will be lost if you proceed!</b>  Continue?",
			"confirm": true,
			"updtfunc": func(kmi interface{}, act *Action) {
				act.SetActiveStateUpdt(kmi.(*KeyMaps) != &StdKeyMaps)
			},
		}},
	},
}

KeyMapsProps define the ToolBar and MenuBar for TableView of KeyMaps, e.g., giv.KeyMapsView

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var KiT_Action = kit.Types.AddType(&Action{}, ActionProps)
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var KiT_Bitmap = kit.Types.AddType(&Bitmap{}, BitmapProps)
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var KiT_Button = kit.Types.AddType(&Button{}, ButtonProps)
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var KiT_ButtonBase = kit.Types.AddType(&ButtonBase{}, ButtonBaseProps)
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var KiT_ButtonBox = kit.Types.AddType(&ButtonBox{}, ButtonBoxProps)
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var KiT_ButtonFlags = kit.Enums.AddEnumExt(KiT_NodeFlags, ButtonFlagsN, kit.BitFlag, nil)
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var KiT_ButtonStates = kit.Enums.AddEnumAltLower(ButtonStatesN, kit.NotBitFlag, gist.StylePropProps, "Button")
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var KiT_CheckBox = kit.Types.AddType(&CheckBox{}, CheckBoxProps)
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var KiT_ColorPrefs = kit.Types.AddType(&ColorPrefs{}, ColorPrefsProps)
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var KiT_ComboBox = kit.Types.AddType(&ComboBox{}, ComboBoxProps)
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var KiT_Complete = kit.Types.AddType(&Complete{}, nil)
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var KiT_Dialog = kit.Types.AddType(&Dialog{}, DialogProps)
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var KiT_Frame = kit.Types.AddType(&Frame{}, FrameProps)
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var KiT_Gradient = kit.Types.AddType(&Gradient{}, nil)
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var KiT_Icon = kit.Types.AddType(&Icon{}, IconProps)
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var KiT_KeyFuns = kit.Enums.AddEnumAltLower(KeyFunsN, kit.NotBitFlag, gist.StylePropProps, "KeyFun")
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var KiT_KeyMaps = kit.Types.AddType(&KeyMaps{}, KeyMapsProps)
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var KiT_Label = kit.Types.AddType(&Label{}, LabelProps)
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var KiT_LabelStates = kit.Enums.AddEnumAltLower(LabelStatesN, kit.NotBitFlag, gist.StylePropProps, "Label")
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var KiT_Layout = kit.Types.AddType(&Layout{}, LayoutProps)
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var KiT_Layouts = kit.Enums.AddEnumAltLower(LayoutsN, kit.NotBitFlag, gist.StylePropProps, "Layout")
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var KiT_MenuBar = kit.Types.AddType(&MenuBar{}, MenuBarProps)
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var KiT_MenuButton = kit.Types.AddType(&MenuButton{}, MenuButtonProps)
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var KiT_MetaData2D = kit.Types.AddType(&MetaData2D{}, nil)
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var KiT_Node2DBase = kit.Types.AddType(&Node2DBase{}, Node2DBaseProps)
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var KiT_NodeBase = kit.Types.AddType(&NodeBase{}, NodeBaseProps)
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var KiT_NodeFlags = kit.Enums.AddEnumExt(ki.KiT_Flags, NodeFlagsN, kit.BitFlag, nil)
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var KiT_PartsWidgetBase = kit.Types.AddType(&PartsWidgetBase{}, PartsWidgetBaseProps)
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var KiT_Preferences = kit.Types.AddType(&Preferences{}, PreferencesProps)
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var KiT_PrefsDebug = kit.Types.AddType(&PrefsDebug{}, PrefsDebugProps)
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var KiT_PrefsDetailed = kit.Types.AddType(&PrefsDetailed{}, PrefsDetailedProps)
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var KiT_ProgressBar = kit.Types.AddType(&ProgressBar{}, ProgressBarProps)
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var KiT_RowCol = kit.Enums.AddEnumAltLower(RowColN, kit.NotBitFlag, gist.StylePropProps, "")
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var KiT_ScrollBar = kit.Types.AddType(&ScrollBar{}, ScrollBarProps)
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var KiT_Separator = kit.Types.AddType(&Separator{}, SeparatorProps)
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var KiT_Slider = kit.Types.AddType(&Slider{}, SliderProps)
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var KiT_SliderBase = kit.Types.AddType(&SliderBase{}, SliderBaseProps)
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var KiT_Space = kit.Types.AddType(&Space{}, SpaceProps)
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var KiT_Spell = kit.Types.AddType(&Spell{}, nil)
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var KiT_SpinBox = kit.Types.AddType(&SpinBox{}, SpinBoxProps)
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var KiT_SplitView = kit.Types.AddType(&SplitView{}, SplitViewProps)
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var KiT_Splitter = kit.Types.AddType(&Splitter{}, SplitterProps)
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var KiT_Stretch = kit.Types.AddType(&Stretch{}, StretchProps)
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var KiT_Stripes = kit.Enums.AddEnumAltLower(StripesN, kit.NotBitFlag, gist.StylePropProps, "Stripes")
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var KiT_StyleSheet = kit.Types.AddType(&StyleSheet{}, nil)
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var KiT_TabButton = kit.Types.AddType(&TabButton{}, TabButtonProps)
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var KiT_TabView = kit.Types.AddType(&TabView{}, TabViewProps)
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var KiT_TextField = kit.Types.AddType(&TextField{}, TextFieldProps)
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var KiT_ToolBar = kit.Types.AddType(&ToolBar{}, ToolBarProps)
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var KiT_Viewport2D = kit.Types.AddType(&Viewport2D{}, Viewport2DProps)
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var KiT_VpFlags = kit.Enums.AddEnumExt(KiT_NodeFlags, VpFlagsN, kit.BitFlag, nil)
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var KiT_WidgetBase = kit.Types.AddType(&WidgetBase{}, WidgetBaseProps)
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var KiT_WinFlags = kit.Enums.AddEnumExt(KiT_NodeFlags, WinFlagsN, kit.BitFlag, nil)
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var KiT_Window = kit.Types.AddType(&Window{}, WindowProps)
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var LabelProps = ki.Props{
	"EnumType:Flag":    KiT_NodeFlags,
	"white-space":      gist.WhiteSpacePre,
	"padding":          units.NewPx(2),
	"margin":           units.NewPx(2),
	"vertical-align":   gist.AlignTop,
	"color":            &Prefs.Colors.Font,
	"background-color": color.Transparent,
	LabelSelectors[LabelActive]: ki.Props{
		"background-color": color.Transparent,
	},
	LabelSelectors[LabelInactive]: ki.Props{
		"color": "lighter-50",
	},
	LabelSelectors[LabelSelected]: ki.Props{
		"background-color": &Prefs.Colors.Select,
	},
}
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var LabelSelectors = []string{":active", ":inactive", ":selected"}

LabelSelectors are Style selector names for the different states:

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var Layout2DTrace bool = false

Layout2DTrace reports a trace of all layouts (just printfs to stdout) -- can be set in PrefsDebug from prefs gui

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var LayoutAutoScrollDelayMSec = 25

LayoutAutoScrollDelayMSec is amount of time to wait (in Milliseconds) before trying to autoscroll again

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var LayoutFocusNameTabMSec = 2000

LayoutFocusNameTabMSec is the number of milliseconds since last focus name event to allow tab to focus on next element with same name.

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var LayoutFocusNameTimeoutMSec = 500

LayoutFocusNameTimeoutMSec is the number of milliseconds between keypresses to combine characters into name to search for within layout -- starts over after this delay.

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var LayoutLastAutoScroll time.Time
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var LayoutPageSteps = 10

LayoutPageSteps is the number of steps to take in PageUp / Down events in terms of number of items.

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var LayoutPrefMaxCols = 20

LayoutPrefMaxCols is maximum number of columns to use in a grid layout when computing the preferred size (VpFlagPrefSizing)

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var LayoutPrefMaxRows = 20

LayoutPrefMaxRows is maximum number of rows to use in a grid layout when computing the preferred size (VpFlagPrefSizing)

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var LayoutProps = ki.Props{
	"EnumType:Flag": KiT_NodeFlags,
}
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var MenuBarProps = ki.Props{
	"EnumType:Flag":    KiT_NodeFlags,
	"padding":          units.NewPx(2),
	"margin":           units.NewPx(0),
	"spacing":          units.NewPx(4),
	"color":            &Prefs.Colors.Font,
	"background-color": "linear-gradient(pref(Control), highlight-10)",
}
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var MenuButtonProps = ki.Props{
	"EnumType:Flag":    KiT_ButtonFlags,
	"border-width":     units.NewPx(1),
	"border-radius":    units.NewPx(4),
	"border-color":     &Prefs.Colors.Border,
	"border-style":     gist.BorderSolid,
	"padding":          units.NewPx(4),
	"margin":           units.NewPx(4),
	"box-shadow.color": &Prefs.Colors.Shadow,
	"text-align":       gist.AlignCenter,
	"background-color": &Prefs.Colors.Control,
	"color":            &Prefs.Colors.Font,
	"#icon": ki.Props{
		"width":   units.NewEm(1),
		"height":  units.NewEm(1),
		"margin":  units.NewPx(0),
		"padding": units.NewPx(0),
		"fill":    &Prefs.Colors.Icon,
		"stroke":  &Prefs.Colors.Font,
	},
	"#label": ki.Props{
		"margin":  units.NewPx(0),
		"padding": units.NewPx(0),
	},
	"#indicator": ki.Props{
		"width":          units.NewEx(1.5),
		"height":         units.NewEx(1.5),
		"margin":         units.NewPx(0),
		"padding":        units.NewPx(0),
		"vertical-align": gist.AlignBottom,
		"fill":           &Prefs.Colors.Icon,
		"stroke":         &Prefs.Colors.Font,
	},
	"#ind-stretch": ki.Props{
		"width": units.NewEm(1),
	},
	ButtonSelectors[ButtonActive]: ki.Props{
		"background-color": "linear-gradient(lighter-0, highlight-10)",
	},
	ButtonSelectors[ButtonInactive]: ki.Props{
		"border-color": "highlight-50",
		"color":        "highlight-50",
	},
	ButtonSelectors[ButtonHover]: ki.Props{
		"background-color": "linear-gradient(highlight-10, highlight-10)",
	},
	ButtonSelectors[ButtonFocus]: ki.Props{
		"border-width":     units.NewPx(2),
		"background-color": "linear-gradient(samelight-50, highlight-10)",
	},
	ButtonSelectors[ButtonDown]: ki.Props{
		"color":            "highlight-90",
		"background-color": "linear-gradient(highlight-30, highlight-10)",
	},
	ButtonSelectors[ButtonSelected]: ki.Props{
		"background-color": "linear-gradient(pref(Select), highlight-10)",
	},
}
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var MenuFrameProps = ki.Props{
	"border-width":        units.NewPx(0),
	"border-color":        "none",
	"margin":              units.NewPx(4),
	"padding":             units.NewPx(2),
	"box-shadow.h-offset": units.NewPx(2),
	"box-shadow.v-offset": units.NewPx(2),
	"box-shadow.blur":     units.NewPx(2),
	"box-shadow.color":    &Prefs.Colors.Shadow,
}
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var MenuMaxHeight = 30

MenuMaxHeight is the maximum height of any menu popup panel in units of font height scroll bars are enforced beyond that size.

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var MenuTextSeparator = "-------------"

Separator defines a string to indicate a menu separator item

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var Node2DBaseProps = ki.Props{
	"base-type":     true,
	"EnumType:Flag": KiT_NodeFlags,
}
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var NodeBaseProps = ki.Props{
	"base-type":     true,
	"EnumType:Flag": KiT_NodeFlags,
}
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var PartsWidgetBaseProps = ki.Props{
	"base-type":     true,
	"EnumType:Flag": KiT_NodeFlags,
}
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var PreferencesProps = ki.Props{
	"MainMenu": ki.PropSlice{
		{"AppMenu", ki.BlankProp{}},
		{"File", ki.PropSlice{
			{"UpdateAll", ki.Props{}},
			{"Open", ki.Props{
				"shortcut": KeyFunMenuOpen,
			}},
			{"Save", ki.Props{
				"shortcut": KeyFunMenuSave,
				"updtfunc": func(pfi interface{}, act *Action) {
					pf := pfi.(*Preferences)
					act.SetActiveState(pf.Changed)
				},
			}},
			{"sep-color", ki.BlankProp{}},
			{"LightMode", ki.Props{}},
			{"DarkMode", ki.Props{}},
			{"sep-misc", ki.BlankProp{}},
			{"SaveZoom", ki.Props{
				"desc": "Save current zoom magnification factor, either for all screens or for the current screen only",
				"Args": ki.PropSlice{
					{"For Current Screen Only?", ki.Props{
						"desc": "click this to save zoom specifically for current screen",
					}},
				},
			}},
			{"DeleteSavedWindowGeoms", ki.Props{
				"confirm": true,
				"desc":    "Are you <i>sure</i>?  This deletes the file that saves the position and size of each window, by screen, and clear current in-memory cache.  You shouldn't generally need to do this but sometimes it is useful for testing or windows are showing up in bad places that you can't recover from.",
			}},
			{"sep-close", ki.BlankProp{}},
			{"Close Window", ki.BlankProp{}},
		}},
		{"Edit", "Copy Cut Paste"},
		{"Window", "Windows"},
	},
	"ToolBar": ki.PropSlice{
		{"UpdateAll", ki.Props{
			"desc": "Updates all open windows with current preferences -- triggers rebuild of default styles.",
			"icon": "update",
		}},
		{"sep-file", ki.BlankProp{}},
		{"Save", ki.Props{
			"desc": "Saves current preferences to standard prefs.json file, which is auto-loaded at startup.",
			"icon": "file-save",
			"updtfunc": func(pfi interface{}, act *Action) {
				pf := pfi.(*Preferences)
				act.SetActiveStateUpdt(pf.Changed)
			},
		}},
		{"sep-color", ki.BlankProp{}},
		{"LightMode", ki.Props{
			"desc": "Set color mode to Light mode as defined in ColorSchemes -- automatically does Save and UpdateAll ",
			"icon": "color",
		}},
		{"DarkMode", ki.Props{
			"desc": "Set color mode to Dark mode as defined in ColorSchemes -- automatically does Save and UpdateAll",
			"icon": "color",
		}},
		{"sep-scrn", ki.BlankProp{}},
		{"SaveZoom", ki.Props{
			"icon": "zoom-in",
			"desc": "Save current zoom magnification factor, either for all screens or for the current screen only",
			"Args": ki.PropSlice{
				{"For Current Screen Only?", ki.Props{
					"desc": "click this to save zoom specifically for current screen",
				}},
			},
		}},
		{"ScreenInfo", ki.Props{
			"desc":        "shows parameters about all the active screens",
			"icon":        "info",
			"show-return": true,
		}},
		{"VersionInfo", ki.Props{
			"desc":        "shows current GoGi version information",
			"icon":        "info",
			"show-return": true,
		}},
		{"sep-key", ki.BlankProp{}},
		{"EditKeyMaps", ki.Props{
			"icon": "keyboard",
			"desc": "opens the KeyMapsView editor to create new keymaps / save / load from other files, etc.  Current keymaps are saved and loaded with preferences automatically if SaveKeyMaps is clicked (will be turned on automatically if you open this editor).",
		}},
		{"EditHiStyles", ki.Props{
			"icon": "file-binary",
			"desc": "opens the HiStylesView editor of highlighting styles.",
		}},
		{"EditDetailed", ki.Props{
			"icon": "file-binary",
			"desc": "opens the PrefsDetView editor to edit detailed params that are not typically user-modified, but can be if you really care..  Turns on the SaveDetailed flag so these will be saved and loaded automatically -- can toggle that back off if you don't actually want to.",
		}},
		{"EditDebug", ki.Props{
			"icon": "file-binary",
			"desc": "Opens the PrefsDbgView editor to control debugging parameters. These are not saved -- only set dynamically during running.",
		}},
	},
}

PreferencesProps define the ToolBar and MenuBar for StructView, e.g., giv.PrefsView

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var Prefs = Preferences{}

Prefs are the overall preferences

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var PrefsDbg = PrefsDebug{}

PrefsDbg are the overall debugging preferences

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var PrefsDebugProps = ki.Props{
	"ToolBar": ki.PropSlice{
		{"Profile", ki.Props{
			"desc": "Toggle profiling of program on or off -- does both targeted and global CPU and Memory profiling.",
			"icon": "update",
		}},
	},
}

PrefsDebugProps define the ToolBar and MenuBar for StructView, e.g., giv.PrefsDbgView

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var PrefsDet = PrefsDetailed{}

PrefsDet are the overall detailed preferences

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var PrefsDetailedFileName = "prefs_det.json"

PrefsDetailedFileName is the name of the detailed preferences file in GoGi prefs directory

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var PrefsDetailedProps = ki.Props{
	"MainMenu": ki.PropSlice{
		{"AppMenu", ki.BlankProp{}},
		{"File", ki.PropSlice{
			{"Apply", ki.Props{}},
			{"Open", ki.Props{
				"shortcut": KeyFunMenuOpen,
			}},
			{"Save", ki.Props{
				"shortcut": KeyFunMenuSave,
				"updtfunc": func(pfi interface{}, act *Action) {
					pf := pfi.(*PrefsDetailed)
					act.SetActiveState(pf.Changed)
				},
			}},
			{"Close Window", ki.BlankProp{}},
		}},
		{"Edit", "Copy Cut Paste"},
		{"Window", "Windows"},
	},
	"ToolBar": ki.PropSlice{
		{"Apply", ki.Props{
			"desc": "Apply parameters to affect actual behavior.",
			"icon": "update",
		}},
		{"sep-file", ki.BlankProp{}},
		{"Save", ki.Props{
			"desc": "Saves current preferences to standard prefs_det.json file, which is auto-loaded at startup.",
			"icon": "file-save",
			"updtfunc": func(pfi interface{}, act *Action) {
				pf := pfi.(*PrefsDetailed)
				act.SetActiveStateUpdt(pf.Changed)
			},
		}},
	},
}

PrefsDetailedProps define the ToolBar and MenuBar for StructView, e.g., giv.PrefsDetView

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var PrefsFileName = "prefs.json"

PrefsFileName is the name of the preferences file in GoGi prefs directory

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var PrefsKeyMapsFileName = "key_maps_prefs.json"

PrefsKeyMapsFileName is the name of the preferences file in GoGi prefs directory for saving / loading the default AvailKeyMaps key maps list

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var ProgressBarProps = ki.Props{
	"EnumType:Flag":    KiT_NodeFlags,
	"border-width":     units.NewPx(1),
	"border-radius":    units.NewPx(4),
	"border-color":     &Prefs.Colors.Border,
	"padding":          units.NewPx(0),
	"margin":           units.NewPx(2),
	"background-color": &Prefs.Colors.Control,
	"color":            &Prefs.Colors.Font,
	SliderSelectors[SliderActive]: ki.Props{
		"background-color": "lighter-0",
	},
	SliderSelectors[SliderInactive]: ki.Props{
		"border-color": "highlight-50",
		"color":        "highlight-50",
	},
	SliderSelectors[SliderHover]: ki.Props{
		"background-color": "highlight-10",
	},
	SliderSelectors[SliderFocus]: ki.Props{
		"border-width":     units.NewPx(2),
		"background-color": "samelight-50",
	},
	SliderSelectors[SliderDown]: ki.Props{
		"background-color": "highlight-20",
	},
	SliderSelectors[SliderValue]: ki.Props{
		"border-color":     &Prefs.Colors.Icon,
		"background-color": &Prefs.Colors.Icon,
	},
	SliderSelectors[SliderBox]: ki.Props{
		"border-color":     &Prefs.Colors.Background,
		"background-color": &Prefs.Colors.Background,
	},
}
View Source
var Render2DTrace bool = false

Render2DTrace reports a trace of the nodes rendering (just printfs to stdout) -- can be set in PrefsDebug from prefs gui

SavedPathsExtras are the reset and edit items we add to the recents menu

View Source
var SavedPathsFileName = "saved_paths.json"

SavedPathsFileName is the name of the saved file paths file in GoGi prefs directory

View Source
var ScrollBarProps = ki.Props{
	"EnumType:Flag":    KiT_NodeFlags,
	"border-width":     units.NewPx(1),
	"border-radius":    units.NewPx(4),
	"border-color":     &Prefs.Colors.Border,
	"padding":          units.NewPx(0),
	"margin":           units.NewPx(2),
	"background-color": &Prefs.Colors.Control,
	"color":            &Prefs.Colors.Font,
	SliderSelectors[SliderActive]: ki.Props{
		"background-color": "lighter-0",
	},
	SliderSelectors[SliderInactive]: ki.Props{
		"border-color": "highlight-50",
		"color":        "highlight-50",
	},
	SliderSelectors[SliderHover]: ki.Props{
		"background-color": "highlight-10",
	},
	SliderSelectors[SliderFocus]: ki.Props{
		"border-width":     units.NewPx(2),
		"background-color": "samelight-50",
	},
	SliderSelectors[SliderDown]: ki.Props{
		"background-color": "highlight-20",
	},
	SliderSelectors[SliderValue]: ki.Props{
		"border-color":     &Prefs.Colors.Icon,
		"background-color": &Prefs.Colors.Icon,
	},
	SliderSelectors[SliderBox]: ki.Props{
		"border-color":     &Prefs.Colors.Background,
		"background-color": &Prefs.Colors.Background,
	},
}
View Source
var SeparatorProps = ki.Props{
	"EnumType:Flag":    KiT_NodeFlags,
	"padding":          units.NewPx(0),
	"margin":           units.NewPx(0),
	"vertical-align":   gist.AlignCenter,
	"horizontal-align": gist.AlignCenter,
	"border-color":     &Prefs.Colors.Border,
	"border-width":     units.NewPx(2),
	"background-color": &Prefs.Colors.Control,
}
View Source
var SliderBaseProps = ki.Props{
	"base-type":     true,
	"EnumType:Flag": KiT_NodeFlags,
}
View Source
var SliderMinThumbSize = float32(8)

SliderMinThumbSize is the minimum thumb size, even if computed value would make it smaller

View Source
var SliderProps = ki.Props{
	"EnumType:Flag":    KiT_NodeFlags,
	"border-width":     units.NewPx(1),
	"border-radius":    units.NewPx(4),
	"border-color":     &Prefs.Colors.Border,
	"padding":          units.NewPx(6),
	"margin":           units.NewPx(4),
	"background-color": &Prefs.Colors.Control,
	"color":            &Prefs.Colors.Font,
	"#icon": ki.Props{
		"width":   units.NewEm(1),
		"height":  units.NewEm(1),
		"margin":  units.NewPx(0),
		"padding": units.NewPx(0),
		"fill":    &Prefs.Colors.Icon,
		"stroke":  &Prefs.Colors.Font,
	},
	SliderSelectors[SliderActive]: ki.Props{
		"background-color": "lighter-0",
	},
	SliderSelectors[SliderInactive]: ki.Props{
		"border-color": "highlight-50",
		"color":        "highlight-50",
	},
	SliderSelectors[SliderHover]: ki.Props{
		"background-color": "highlight-10",
	},
	SliderSelectors[SliderFocus]: ki.Props{
		"border-width":     units.NewPx(2),
		"background-color": "samelight-50",
	},
	SliderSelectors[SliderDown]: ki.Props{
		"background-color": "highlight-20",
	},
	SliderSelectors[SliderValue]: ki.Props{
		"border-color":     &Prefs.Colors.Icon,
		"background-color": &Prefs.Colors.Icon,
	},
	SliderSelectors[SliderBox]: ki.Props{
		"border-color":     &Prefs.Colors.Background,
		"background-color": &Prefs.Colors.Background,
	},
}
View Source
var SliderSelectors = []string{":active", ":inactive", ":hover", ":focus", ":down", ":value", ":box"}

SliderSelectors are Style selector names for the different states

View Source
var SpaceProps = ki.Props{
	"EnumType:Flag": KiT_NodeFlags,
	"width":         units.NewCh(1),
	"height":        units.NewEm(1),
}
View Source
var SpinBoxProps = ki.Props{
	"EnumType:Flag": KiT_NodeFlags,
	"#buttons": ki.Props{
		"vertical-align": gist.AlignMiddle,
	},
	"#up": ki.Props{
		"max-width":  units.NewEx(1.5),
		"max-height": units.NewEx(1.5),
		"margin":     units.NewPx(1),
		"padding":    units.NewPx(0),
		"fill":       &Prefs.Colors.Icon,
		"stroke":     &Prefs.Colors.Font,
	},
	"#down": ki.Props{
		"max-width":  units.NewEx(1.5),
		"max-height": units.NewEx(1.5),
		"margin":     units.NewPx(1),
		"padding":    units.NewPx(0),
		"fill":       &Prefs.Colors.Icon,
		"stroke":     &Prefs.Colors.Font,
	},
	"#space": ki.Props{
		"width": units.NewCh(.1),
	},
	"#text-field": ki.Props{
		"min-width": units.NewCh(4),
		"width":     units.NewCh(8),
		"margin":    units.NewPx(2),
		"padding":   units.NewPx(2),
		"clear-act": false,
	},
}
View Source
var SplitViewProps = ki.Props{
	"EnumType:Flag": KiT_NodeFlags,
	"handle-size":   units.NewPx(10),
	"max-width":     -1.0,
	"max-height":    -1.0,
	"margin":        0,
	"padding":       0,
}
View Source
var SplitterProps = ki.Props{
	"EnumType:Flag":    KiT_NodeFlags,
	"padding":          units.NewPx(6),
	"margin":           units.NewPx(0),
	"background-color": &Prefs.Colors.Background,
	"color":            &Prefs.Colors.Font,
	"#icon": ki.Props{
		"max-width":      units.NewEm(1),
		"max-height":     units.NewEm(5),
		"min-width":      units.NewEm(1),
		"min-height":     units.NewEm(5),
		"margin":         units.NewPx(0),
		"padding":        units.NewPx(0),
		"vertical-align": gist.AlignMiddle,
		"fill":           &Prefs.Colors.Icon,
		"stroke":         &Prefs.Colors.Font,
	},
	SliderSelectors[SliderActive]: ki.Props{},
	SliderSelectors[SliderInactive]: ki.Props{
		"border-color": "highlight-50",
		"color":        "highlight-50",
	},
	SliderSelectors[SliderHover]: ki.Props{
		"background-color": "highlight-10",
	},
	SliderSelectors[SliderFocus]: ki.Props{
		"border-width":     units.NewPx(2),
		"background-color": "samelight-50",
	},
	SliderSelectors[SliderDown]: ki.Props{},
	SliderSelectors[SliderValue]: ki.Props{
		"border-color":     &Prefs.Colors.Icon,
		"background-color": &Prefs.Colors.Icon,
	},
	SliderSelectors[SliderBox]: ki.Props{
		"border-color":     &Prefs.Colors.Background,
		"background-color": &Prefs.Colors.Background,
	},
}
View Source
var StdDialogVSpace = float32(1)

standard vertical space between elements in a dialog, in Ex units

View Source
var StdDialogVSpaceUnits = units.Value{Val: StdDialogVSpace, Un: units.Ex, Dots: 0}
View Source
var StdKeyMaps = KeyMaps{
	{"MacStd", "Standard Mac KeyMap", KeyMap{
		"UpArrow":                 KeyFunMoveUp,
		"Shift+UpArrow":           KeyFunMoveUp,
		"Meta+UpArrow":            KeyFunMoveUp,
		"Control+P":               KeyFunMoveUp,
		"Shift+Control+P":         KeyFunMoveUp,
		"Meta+Control+P":          KeyFunMoveUp,
		"DownArrow":               KeyFunMoveDown,
		"Shift+DownArrow":         KeyFunMoveDown,
		"Meta+DownArrow":          KeyFunMoveDown,
		"Control+N":               KeyFunMoveDown,
		"Shift+Control+N":         KeyFunMoveDown,
		"Meta+Control+N":          KeyFunMoveDown,
		"RightArrow":              KeyFunMoveRight,
		"Shift+RightArrow":        KeyFunMoveRight,
		"Meta+RightArrow":         KeyFunEnd,
		"Control+F":               KeyFunMoveRight,
		"Shift+Control+F":         KeyFunMoveRight,
		"Meta+Control+F":          KeyFunMoveRight,
		"LeftArrow":               KeyFunMoveLeft,
		"Shift+LeftArrow":         KeyFunMoveLeft,
		"Meta+LeftArrow":          KeyFunHome,
		"Control+B":               KeyFunMoveLeft,
		"Shift+Control+B":         KeyFunMoveLeft,
		"Meta+Control+B":          KeyFunMoveLeft,
		"PageUp":                  KeyFunPageUp,
		"Shift+PageUp":            KeyFunPageUp,
		"Control+UpArrow":         KeyFunPageUp,
		"Control+U":               KeyFunPageUp,
		"PageDown":                KeyFunPageDown,
		"Shift+PageDown":          KeyFunPageDown,
		"Control+DownArrow":       KeyFunPageDown,
		"Shift+Control+V":         KeyFunPageDown,
		"Alt+√":                   KeyFunPageDown,
		"Meta+Home":               KeyFunDocHome,
		"Shift+Home":              KeyFunDocHome,
		"Meta+H":                  KeyFunDocHome,
		"Meta+End":                KeyFunDocEnd,
		"Shift+End":               KeyFunDocEnd,
		"Meta+L":                  KeyFunDocEnd,
		"Control+RightArrow":      KeyFunWordRight,
		"Control+LeftArrow":       KeyFunWordLeft,
		"Alt+RightArrow":          KeyFunWordRight,
		"Shift+Alt+RightArrow":    KeyFunWordRight,
		"Alt+LeftArrow":           KeyFunWordLeft,
		"Shift+Alt+LeftArrow":     KeyFunWordLeft,
		"Home":                    KeyFunHome,
		"Control+A":               KeyFunHome,
		"Shift+Control+A":         KeyFunHome,
		"End":                     KeyFunEnd,
		"Control+E":               KeyFunEnd,
		"Shift+Control+E":         KeyFunEnd,
		"Tab":                     KeyFunFocusNext,
		"Shift+Tab":               KeyFunFocusPrev,
		"ReturnEnter":             KeyFunEnter,
		"KeypadEnter":             KeyFunEnter,
		"Meta+A":                  KeyFunSelectAll,
		"Control+G":               KeyFunCancelSelect,
		"Control+Spacebar":        KeyFunSelectMode,
		"Control+ReturnEnter":     KeyFunAccept,
		"Escape":                  KeyFunAbort,
		"DeleteBackspace":         KeyFunBackspace,
		"Control+DeleteBackspace": KeyFunBackspaceWord,
		"Alt+DeleteBackspace":     KeyFunBackspaceWord,
		"DeleteForward":           KeyFunDelete,
		"Control+DeleteForward":   KeyFunDeleteWord,
		"Alt+DeleteForward":       KeyFunDeleteWord,
		"Control+D":               KeyFunDelete,
		"Control+K":               KeyFunKill,
		"Alt+∑":                   KeyFunCopy,
		"Meta+C":                  KeyFunCopy,
		"Control+W":               KeyFunCut,
		"Meta+X":                  KeyFunCut,
		"Control+Y":               KeyFunPaste,
		"Control+V":               KeyFunPaste,
		"Meta+V":                  KeyFunPaste,
		"Shift+Meta+V":            KeyFunPasteHist,
		"Alt+D":                   KeyFunDuplicate,
		"Control+T":               KeyFunTranspose,
		"Alt+T":                   KeyFunTransposeWord,
		"Control+Z":               KeyFunUndo,
		"Meta+Z":                  KeyFunUndo,
		"Shift+Control+Z":         KeyFunRedo,
		"Shift+Meta+Z":            KeyFunRedo,
		"Control+I":               KeyFunInsert,
		"Control+O":               KeyFunInsertAfter,
		"Shift+Meta+=":            KeyFunZoomIn,
		"Meta+=":                  KeyFunZoomIn,
		"Meta+-":                  KeyFunZoomOut,
		"Control+=":               KeyFunZoomIn,
		"Shift+Control++":         KeyFunZoomIn,
		"Shift+Meta+-":            KeyFunZoomOut,
		"Control+-":               KeyFunZoomOut,
		"Shift+Control+_":         KeyFunZoomOut,
		"Control+Alt+P":           KeyFunPrefs,
		"F5":                      KeyFunRefresh,
		"Control+L":               KeyFunRecenter,
		"Control+.":               KeyFunComplete,
		"Control+,":               KeyFunLookup,
		"Control+S":               KeyFunSearch,
		"Meta+F":                  KeyFunFind,
		"Meta+R":                  KeyFunReplace,
		"Control+J":               KeyFunJump,
		"Control+[":               KeyFunHistPrev,
		"Control+]":               KeyFunHistNext,
		"Meta+[":                  KeyFunHistPrev,
		"Meta+]":                  KeyFunHistNext,
		"F10":                     KeyFunMenu,
		"Meta+`":                  KeyFunWinFocusNext,
		"Meta+W":                  KeyFunWinClose,
		"Control+Alt+G":           KeyFunWinSnapshot,
		"Shift+Control+G":         KeyFunWinSnapshot,
		"Control+Alt+I":           KeyFunGoGiEditor,
		"Shift+Control+I":         KeyFunGoGiEditor,
		"Meta+N":                  KeyFunMenuNew,
		"Shift+Meta+N":            KeyFunMenuNewAlt1,
		"Alt+Meta+N":              KeyFunMenuNewAlt2,
		"Meta+O":                  KeyFunMenuOpen,
		"Shift+Meta+O":            KeyFunMenuOpenAlt1,
		"Alt+Meta+O":              KeyFunMenuOpenAlt2,
		"Meta+S":                  KeyFunMenuSave,
		"Shift+Meta+S":            KeyFunMenuSaveAs,
		"Alt+Meta+S":              KeyFunMenuSaveAlt,
		"Shift+Meta+W":            KeyFunMenuCloseAlt1,
		"Alt+Meta+W":              KeyFunMenuCloseAlt2,
	}},
	{"MacEmacs", "Mac with emacs-style navigation -- emacs wins in conflicts", KeyMap{
		"UpArrow":                 KeyFunMoveUp,
		"Shift+UpArrow":           KeyFunMoveUp,
		"Meta+UpArrow":            KeyFunMoveUp,
		"Control+P":               KeyFunMoveUp,
		"Shift+Control+P":         KeyFunMoveUp,
		"Meta+Control+P":          KeyFunMoveUp,
		"DownArrow":               KeyFunMoveDown,
		"Shift+DownArrow":         KeyFunMoveDown,
		"Meta+DownArrow":          KeyFunMoveDown,
		"Control+N":               KeyFunMoveDown,
		"Shift+Control+N":         KeyFunMoveDown,
		"Meta+Control+N":          KeyFunMoveDown,
		"RightArrow":              KeyFunMoveRight,
		"Shift+RightArrow":        KeyFunMoveRight,
		"Meta+RightArrow":         KeyFunEnd,
		"Control+F":               KeyFunMoveRight,
		"Shift+Control+F":         KeyFunMoveRight,
		"Meta+Control+F":          KeyFunMoveRight,
		"LeftArrow":               KeyFunMoveLeft,
		"Shift+LeftArrow":         KeyFunMoveLeft,
		"Meta+LeftArrow":          KeyFunHome,
		"Control+B":               KeyFunMoveLeft,
		"Shift+Control+B":         KeyFunMoveLeft,
		"Meta+Control+B":          KeyFunMoveLeft,
		"PageUp":                  KeyFunPageUp,
		"Shift+PageUp":            KeyFunPageUp,
		"Control+UpArrow":         KeyFunPageUp,
		"Control+U":               KeyFunPageUp,
		"PageDown":                KeyFunPageDown,
		"Shift+PageDown":          KeyFunPageDown,
		"Control+DownArrow":       KeyFunPageDown,
		"Shift+Control+V":         KeyFunPageDown,
		"Alt+√":                   KeyFunPageDown,
		"Control+V":               KeyFunPageDown,
		"Control+RightArrow":      KeyFunWordRight,
		"Control+LeftArrow":       KeyFunWordLeft,
		"Alt+RightArrow":          KeyFunWordRight,
		"Shift+Alt+RightArrow":    KeyFunWordRight,
		"Alt+LeftArrow":           KeyFunWordLeft,
		"Shift+Alt+LeftArrow":     KeyFunWordLeft,
		"Home":                    KeyFunHome,
		"Control+A":               KeyFunHome,
		"Shift+Control+A":         KeyFunHome,
		"End":                     KeyFunEnd,
		"Control+E":               KeyFunEnd,
		"Shift+Control+E":         KeyFunEnd,
		"Meta+Home":               KeyFunDocHome,
		"Shift+Home":              KeyFunDocHome,
		"Meta+H":                  KeyFunDocHome,
		"Control+H":               KeyFunDocHome,
		"Control+Alt+A":           KeyFunDocHome,
		"Meta+End":                KeyFunDocEnd,
		"Shift+End":               KeyFunDocEnd,
		"Meta+L":                  KeyFunDocEnd,
		"Control+Alt+E":           KeyFunDocEnd,
		"Alt+Ƒ":                   KeyFunWordRight,
		"Alt+∫":                   KeyFunWordLeft,
		"Tab":                     KeyFunFocusNext,
		"Shift+Tab":               KeyFunFocusPrev,
		"ReturnEnter":             KeyFunEnter,
		"KeypadEnter":             KeyFunEnter,
		"Meta+A":                  KeyFunSelectAll,
		"Control+G":               KeyFunCancelSelect,
		"Control+Spacebar":        KeyFunSelectMode,
		"Control+ReturnEnter":     KeyFunAccept,
		"Escape":                  KeyFunAbort,
		"DeleteBackspace":         KeyFunBackspace,
		"Control+DeleteBackspace": KeyFunBackspaceWord,
		"Alt+DeleteBackspace":     KeyFunBackspaceWord,
		"DeleteForward":           KeyFunDelete,
		"Control+DeleteForward":   KeyFunDeleteWord,
		"Alt+DeleteForward":       KeyFunDeleteWord,
		"Control+D":               KeyFunDelete,
		"Control+K":               KeyFunKill,
		"Alt+∑":                   KeyFunCopy,
		"Meta+C":                  KeyFunCopy,
		"Control+W":               KeyFunCut,
		"Meta+X":                  KeyFunCut,
		"Control+Y":               KeyFunPaste,
		"Meta+V":                  KeyFunPaste,
		"Shift+Meta+V":            KeyFunPasteHist,
		"Shift+Control+Y":         KeyFunPasteHist,
		"Alt+∂":                   KeyFunDuplicate,
		"Control+T":               KeyFunTranspose,
		"Alt+T":                   KeyFunTransposeWord,
		"Control+Z":               KeyFunUndo,
		"Meta+Z":                  KeyFunUndo,
		"Control+/":               KeyFunUndo,
		"Shift+Control+Z":         KeyFunRedo,
		"Shift+Meta+Z":            KeyFunRedo,
		"Control+I":               KeyFunInsert,
		"Control+O":               KeyFunInsertAfter,
		"Shift+Meta+=":            KeyFunZoomIn,
		"Meta+=":                  KeyFunZoomIn,
		"Meta+-":                  KeyFunZoomOut,
		"Control+=":               KeyFunZoomIn,
		"Shift+Control++":         KeyFunZoomIn,
		"Shift+Meta+-":            KeyFunZoomOut,
		"Control+-":               KeyFunZoomOut,
		"Shift+Control+_":         KeyFunZoomOut,
		"Control+Alt+P":           KeyFunPrefs,
		"F5":                      KeyFunRefresh,
		"Control+L":               KeyFunRecenter,
		"Control+.":               KeyFunComplete,
		"Control+,":               KeyFunLookup,
		"Control+S":               KeyFunSearch,
		"Meta+F":                  KeyFunFind,
		"Meta+R":                  KeyFunReplace,
		"Control+R":               KeyFunReplace,
		"Control+J":               KeyFunJump,
		"Control+[":               KeyFunHistPrev,
		"Control+]":               KeyFunHistNext,
		"Meta+[":                  KeyFunHistPrev,
		"Meta+]":                  KeyFunHistNext,
		"F10":                     KeyFunMenu,
		"Meta+`":                  KeyFunWinFocusNext,
		"Meta+W":                  KeyFunWinClose,
		"Control+Alt+G":           KeyFunWinSnapshot,
		"Shift+Control+G":         KeyFunWinSnapshot,
		"Control+Alt+I":           KeyFunGoGiEditor,
		"Shift+Control+I":         KeyFunGoGiEditor,
		"Meta+N":                  KeyFunMenuNew,
		"Shift+Meta+N":            KeyFunMenuNewAlt1,
		"Alt+Meta+N":              KeyFunMenuNewAlt2,
		"Meta+O":                  KeyFunMenuOpen,
		"Shift+Meta+O":            KeyFunMenuOpenAlt1,
		"Alt+Meta+O":              KeyFunMenuOpenAlt2,
		"Meta+S":                  KeyFunMenuSave,
		"Shift+Meta+S":            KeyFunMenuSaveAs,
		"Alt+Meta+S":              KeyFunMenuSaveAlt,
		"Shift+Meta+W":            KeyFunMenuCloseAlt1,
		"Alt+Meta+W":              KeyFunMenuCloseAlt2,
	}},
	{"LinuxEmacs", "Linux with emacs-style navigation -- emacs wins in conflicts", KeyMap{
		"UpArrow":                 KeyFunMoveUp,
		"Shift+UpArrow":           KeyFunMoveUp,
		"Alt+UpArrow":             KeyFunMoveUp,
		"Control+P":               KeyFunMoveUp,
		"Shift+Control+P":         KeyFunMoveUp,
		"Alt+Control+P":           KeyFunMoveUp,
		"DownArrow":               KeyFunMoveDown,
		"Shift+DownArrow":         KeyFunMoveDown,
		"Alt+DownArrow":           KeyFunMoveDown,
		"Control+N":               KeyFunMoveDown,
		"Shift+Control+N":         KeyFunMoveDown,
		"Alt+Control+N":           KeyFunMoveDown,
		"RightArrow":              KeyFunMoveRight,
		"Shift+RightArrow":        KeyFunMoveRight,
		"Alt+RightArrow":          KeyFunEnd,
		"Control+F":               KeyFunMoveRight,
		"Shift+Control+F":         KeyFunMoveRight,
		"Alt+Control+F":           KeyFunMoveRight,
		"LeftArrow":               KeyFunMoveLeft,
		"Shift+LeftArrow":         KeyFunMoveLeft,
		"Alt+LeftArrow":           KeyFunHome,
		"Control+B":               KeyFunMoveLeft,
		"Shift+Control+B":         KeyFunMoveLeft,
		"Alt+Control+B":           KeyFunMoveLeft,
		"PageUp":                  KeyFunPageUp,
		"Shift+PageUp":            KeyFunPageUp,
		"Control+UpArrow":         KeyFunPageUp,
		"Control+U":               KeyFunPageUp,
		"Shift+Control+U":         KeyFunPageUp,
		"Alt+Control+U":           KeyFunPageUp,
		"PageDown":                KeyFunPageDown,
		"Shift+PageDown":          KeyFunPageDown,
		"Control+DownArrow":       KeyFunPageDown,
		"Control+V":               KeyFunPageDown,
		"Shift+Control+V":         KeyFunPageDown,
		"Alt+Control+V":           KeyFunPageDown,
		"Alt+Home":                KeyFunDocHome,
		"Shift+Home":              KeyFunDocHome,
		"Alt+H":                   KeyFunDocHome,
		"Control+Alt+A":           KeyFunDocHome,
		"Alt+End":                 KeyFunDocEnd,
		"Shift+End":               KeyFunDocEnd,
		"Alt+L":                   KeyFunDocEnd,
		"Control+Alt+E":           KeyFunDocEnd,
		"Control+RightArrow":      KeyFunWordRight,
		"Control+LeftArrow":       KeyFunWordLeft,
		"Home":                    KeyFunHome,
		"Control+A":               KeyFunHome,
		"Shift+Control+A":         KeyFunHome,
		"End":                     KeyFunEnd,
		"Control+E":               KeyFunEnd,
		"Shift+Control+E":         KeyFunEnd,
		"Tab":                     KeyFunFocusNext,
		"Shift+Tab":               KeyFunFocusPrev,
		"ReturnEnter":             KeyFunEnter,
		"KeypadEnter":             KeyFunEnter,
		"Alt+A":                   KeyFunSelectAll,
		"Control+G":               KeyFunCancelSelect,
		"Control+Spacebar":        KeyFunSelectMode,
		"Control+ReturnEnter":     KeyFunAccept,
		"Escape":                  KeyFunAbort,
		"DeleteBackspace":         KeyFunBackspace,
		"Control+DeleteBackspace": KeyFunBackspaceWord,
		"DeleteForward":           KeyFunDelete,
		"Control+D":               KeyFunDelete,
		"Control+DeleteForward":   KeyFunDeleteWord,
		"Alt+DeleteForward":       KeyFunDeleteWord,
		"Control+K":               KeyFunKill,
		"Alt+W":                   KeyFunCopy,
		"Alt+C":                   KeyFunCopy,
		"Control+W":               KeyFunCut,
		"Alt+X":                   KeyFunCut,
		"Control+Y":               KeyFunPaste,
		"Alt+V":                   KeyFunPaste,
		"Shift+Alt+V":             KeyFunPasteHist,
		"Shift+Control+Y":         KeyFunPasteHist,
		"Alt+D":                   KeyFunDuplicate,
		"Control+T":               KeyFunTranspose,
		"Alt+T":                   KeyFunTransposeWord,
		"Control+Z":               KeyFunUndo,
		"Control+/":               KeyFunUndo,
		"Shift+Control+Z":         KeyFunRedo,
		"Control+I":               KeyFunInsert,
		"Control+O":               KeyFunInsertAfter,
		"Control+=":               KeyFunZoomIn,
		"Shift+Control++":         KeyFunZoomIn,
		"Control+-":               KeyFunZoomOut,
		"Shift+Control+_":         KeyFunZoomOut,
		"Control+Alt+P":           KeyFunPrefs,
		"F5":                      KeyFunRefresh,
		"Control+L":               KeyFunRecenter,
		"Control+.":               KeyFunComplete,
		"Control+,":               KeyFunLookup,
		"Control+S":               KeyFunSearch,
		"Alt+F":                   KeyFunFind,
		"Control+R":               KeyFunReplace,
		"Control+J":               KeyFunJump,
		"Control+[":               KeyFunHistPrev,
		"Control+]":               KeyFunHistNext,
		"F10":                     KeyFunMenu,
		"Alt+F6":                  KeyFunWinFocusNext,
		"Shift+Control+W":         KeyFunWinClose,
		"Control+Alt+G":           KeyFunWinSnapshot,
		"Shift+Control+G":         KeyFunWinSnapshot,
		"Control+Alt+I":           KeyFunGoGiEditor,
		"Shift+Control+I":         KeyFunGoGiEditor,
		"Alt+N":                   KeyFunMenuNew,
		"Shift+Alt+N":             KeyFunMenuNewAlt1,
		"Control+Alt+N":           KeyFunMenuNewAlt2,
		"Alt+O":                   KeyFunMenuOpen,
		"Shift+Alt+O":             KeyFunMenuOpenAlt1,
		"Control+Alt+O":           KeyFunMenuOpenAlt2,
		"Alt+S":                   KeyFunMenuSave,
		"Shift+Alt+S":             KeyFunMenuSaveAs,
		"Control+Alt+S":           KeyFunMenuSaveAlt,
		"Shift+Alt+W":             KeyFunMenuCloseAlt1,
		"Control+Alt+W":           KeyFunMenuCloseAlt2,
	}},
	{"LinuxStd", "Standard Linux KeyMap", KeyMap{
		"UpArrow":                 KeyFunMoveUp,
		"Shift+UpArrow":           KeyFunMoveUp,
		"DownArrow":               KeyFunMoveDown,
		"Shift+DownArrow":         KeyFunMoveDown,
		"RightArrow":              KeyFunMoveRight,
		"Shift+RightArrow":        KeyFunMoveRight,
		"LeftArrow":               KeyFunMoveLeft,
		"Shift+LeftArrow":         KeyFunMoveLeft,
		"PageUp":                  KeyFunPageUp,
		"Shift+PageUp":            KeyFunPageUp,
		"Control+UpArrow":         KeyFunPageUp,
		"PageDown":                KeyFunPageDown,
		"Shift+PageDown":          KeyFunPageDown,
		"Control+DownArrow":       KeyFunPageDown,
		"Home":                    KeyFunHome,
		"Alt+LeftArrow":           KeyFunHome,
		"End":                     KeyFunEnd,
		"Alt+Home":                KeyFunDocHome,
		"Shift+Home":              KeyFunDocHome,
		"Alt+End":                 KeyFunDocEnd,
		"Shift+End":               KeyFunDocEnd,
		"Control+RightArrow":      KeyFunWordRight,
		"Control+LeftArrow":       KeyFunWordLeft,
		"Alt+RightArrow":          KeyFunEnd,
		"Tab":                     KeyFunFocusNext,
		"Shift+Tab":               KeyFunFocusPrev,
		"ReturnEnter":             KeyFunEnter,
		"KeypadEnter":             KeyFunEnter,
		"Control+A":               KeyFunSelectAll,
		"Shift+Control+A":         KeyFunCancelSelect,
		"Control+G":               KeyFunCancelSelect,
		"Control+Spacebar":        KeyFunSelectMode,
		"Control+ReturnEnter":     KeyFunAccept,
		"Escape":                  KeyFunAbort,
		"DeleteBackspace":         KeyFunBackspace,
		"Control+DeleteBackspace": KeyFunBackspaceWord,
		"DeleteForward":           KeyFunDelete,
		"Control+DeleteForward":   KeyFunDeleteWord,
		"Alt+DeleteForward":       KeyFunDeleteWord,
		"Control+K":               KeyFunKill,
		"Control+C":               KeyFunCopy,
		"Control+X":               KeyFunCut,
		"Control+V":               KeyFunPaste,
		"Shift+Control+V":         KeyFunPasteHist,
		"Alt+D":                   KeyFunDuplicate,
		"Control+T":               KeyFunTranspose,
		"Alt+T":                   KeyFunTransposeWord,
		"Control+Z":               KeyFunUndo,
		"Control+Y":               KeyFunRedo,
		"Shift+Control+Z":         KeyFunRedo,
		"Control+Alt+I":           KeyFunInsert,
		"Control+Alt+O":           KeyFunInsertAfter,
		"Control+=":               KeyFunZoomIn,
		"Shift+Control++":         KeyFunZoomIn,
		"Control+-":               KeyFunZoomOut,
		"Shift+Control+_":         KeyFunZoomOut,
		"Shift+Control+P":         KeyFunPrefs,
		"Control+Alt+P":           KeyFunPrefs,
		"F5":                      KeyFunRefresh,
		"Control+L":               KeyFunRecenter,
		"Control+.":               KeyFunComplete,
		"Control+,":               KeyFunLookup,
		"Alt+S":                   KeyFunSearch,
		"Control+F":               KeyFunFind,
		"Control+H":               KeyFunReplace,
		"Control+R":               KeyFunReplace,
		"Control+J":               KeyFunJump,
		"Control+[":               KeyFunHistPrev,
		"Control+]":               KeyFunHistNext,
		"Control+N":               KeyFunMenuNew,
		"F10":                     KeyFunMenu,
		"Alt+F6":                  KeyFunWinFocusNext,
		"Control+W":               KeyFunWinClose,
		"Control+Alt+G":           KeyFunWinSnapshot,
		"Shift+Control+G":         KeyFunWinSnapshot,
		"Shift+Control+I":         KeyFunGoGiEditor,
		"Shift+Control+N":         KeyFunMenuNewAlt1,
		"Control+Alt+N":           KeyFunMenuNewAlt2,
		"Control+O":               KeyFunMenuOpen,
		"Shift+Control+O":         KeyFunMenuOpenAlt1,
		"Shift+Alt+O":             KeyFunMenuOpenAlt2,
		"Control+S":               KeyFunMenuSave,
		"Shift+Control+S":         KeyFunMenuSaveAs,
		"Control+Alt+S":           KeyFunMenuSaveAlt,
		"Shift+Control+W":         KeyFunMenuCloseAlt1,
		"Control+Alt+W":           KeyFunMenuCloseAlt2,
	}},
	{"WindowsStd", "Standard Windows KeyMap", KeyMap{
		"UpArrow":                 KeyFunMoveUp,
		"Shift+UpArrow":           KeyFunMoveUp,
		"DownArrow":               KeyFunMoveDown,
		"Shift+DownArrow":         KeyFunMoveDown,
		"RightArrow":              KeyFunMoveRight,
		"Shift+RightArrow":        KeyFunMoveRight,
		"LeftArrow":               KeyFunMoveLeft,
		"Shift+LeftArrow":         KeyFunMoveLeft,
		"PageUp":                  KeyFunPageUp,
		"Shift+PageUp":            KeyFunPageUp,
		"Control+UpArrow":         KeyFunPageUp,
		"PageDown":                KeyFunPageDown,
		"Shift+PageDown":          KeyFunPageDown,
		"Control+DownArrow":       KeyFunPageDown,
		"Home":                    KeyFunHome,
		"Alt+LeftArrow":           KeyFunHome,
		"End":                     KeyFunEnd,
		"Alt+RightArrow":          KeyFunEnd,
		"Alt+Home":                KeyFunDocHome,
		"Shift+Home":              KeyFunDocHome,
		"Alt+End":                 KeyFunDocEnd,
		"Shift+End":               KeyFunDocEnd,
		"Control+RightArrow":      KeyFunWordRight,
		"Control+LeftArrow":       KeyFunWordLeft,
		"Tab":                     KeyFunFocusNext,
		"Shift+Tab":               KeyFunFocusPrev,
		"ReturnEnter":             KeyFunEnter,
		"KeypadEnter":             KeyFunEnter,
		"Control+A":               KeyFunSelectAll,
		"Shift+Control+A":         KeyFunCancelSelect,
		"Control+G":               KeyFunCancelSelect,
		"Control+Spacebar":        KeyFunSelectMode,
		"Control+ReturnEnter":     KeyFunAccept,
		"Escape":                  KeyFunAbort,
		"DeleteBackspace":         KeyFunBackspace,
		"Control+DeleteBackspace": KeyFunBackspaceWord,
		"DeleteForward":           KeyFunDelete,
		"Control+DeleteForward":   KeyFunDeleteWord,
		"Alt+DeleteForward":       KeyFunDeleteWord,
		"Control+K":               KeyFunKill,
		"Control+C":               KeyFunCopy,
		"Control+X":               KeyFunCut,
		"Control+V":               KeyFunPaste,
		"Shift+Control+V":         KeyFunPasteHist,
		"Alt+D":                   KeyFunDuplicate,
		"Control+T":               KeyFunTranspose,
		"Alt+T":                   KeyFunTransposeWord,
		"Control+Z":               KeyFunUndo,
		"Control+Y":               KeyFunRedo,
		"Shift+Control+Z":         KeyFunRedo,
		"Control+Alt+I":           KeyFunInsert,
		"Control+Alt+O":           KeyFunInsertAfter,
		"Control+=":               KeyFunZoomIn,
		"Shift+Control++":         KeyFunZoomIn,
		"Control+-":               KeyFunZoomOut,
		"Shift+Control+_":         KeyFunZoomOut,
		"Shift+Control+P":         KeyFunPrefs,
		"Control+Alt+P":           KeyFunPrefs,
		"F5":                      KeyFunRefresh,
		"Control+L":               KeyFunRecenter,
		"Control+.":               KeyFunComplete,
		"Control+,":               KeyFunLookup,
		"Alt+S":                   KeyFunSearch,
		"Control+F":               KeyFunFind,
		"Control+H":               KeyFunReplace,
		"Control+R":               KeyFunReplace,
		"Control+J":               KeyFunJump,
		"Control+[":               KeyFunHistPrev,
		"Control+]":               KeyFunHistNext,
		"F10":                     KeyFunMenu,
		"Alt+F6":                  KeyFunWinFocusNext,
		"Control+W":               KeyFunWinClose,
		"Control+Alt+G":           KeyFunWinSnapshot,
		"Shift+Control+G":         KeyFunWinSnapshot,
		"Shift+Control+I":         KeyFunGoGiEditor,
		"Control+N":               KeyFunMenuNew,
		"Shift+Control+N":         KeyFunMenuNewAlt1,
		"Control+Alt+N":           KeyFunMenuNewAlt2,
		"Control+O":               KeyFunMenuOpen,
		"Shift+Control+O":         KeyFunMenuOpenAlt1,
		"Shift+Alt+O":             KeyFunMenuOpenAlt2,
		"Control+S":               KeyFunMenuSave,
		"Shift+Control+S":         KeyFunMenuSaveAs,
		"Control+Alt+S":           KeyFunMenuSaveAlt,
		"Shift+Control+W":         KeyFunMenuCloseAlt1,
		"Control+Alt+W":           KeyFunMenuCloseAlt2,
	}},
	{"ChromeStd", "Standard chrome-browser and linux-under-chrome bindings", KeyMap{
		"UpArrow":                 KeyFunMoveUp,
		"Shift+UpArrow":           KeyFunMoveUp,
		"DownArrow":               KeyFunMoveDown,
		"Shift+DownArrow":         KeyFunMoveDown,
		"RightArrow":              KeyFunMoveRight,
		"Shift+RightArrow":        KeyFunMoveRight,
		"LeftArrow":               KeyFunMoveLeft,
		"Shift+LeftArrow":         KeyFunMoveLeft,
		"PageUp":                  KeyFunPageUp,
		"Shift+PageUp":            KeyFunPageUp,
		"Control+UpArrow":         KeyFunPageUp,
		"PageDown":                KeyFunPageDown,
		"Shift+PageDown":          KeyFunPageDown,
		"Control+DownArrow":       KeyFunPageDown,
		"Home":                    KeyFunHome,
		"Alt+LeftArrow":           KeyFunHome,
		"End":                     KeyFunEnd,
		"Alt+Home":                KeyFunDocHome,
		"Shift+Home":              KeyFunDocHome,
		"Alt+End":                 KeyFunDocEnd,
		"Shift+End":               KeyFunDocEnd,
		"Control+RightArrow":      KeyFunWordRight,
		"Control+LeftArrow":       KeyFunWordLeft,
		"Alt+RightArrow":          KeyFunEnd,
		"Tab":                     KeyFunFocusNext,
		"Shift+Tab":               KeyFunFocusPrev,
		"ReturnEnter":             KeyFunEnter,
		"KeypadEnter":             KeyFunEnter,
		"Control+A":               KeyFunSelectAll,
		"Shift+Control+A":         KeyFunCancelSelect,
		"Control+G":               KeyFunCancelSelect,
		"Control+Spacebar":        KeyFunSelectMode,
		"Control+ReturnEnter":     KeyFunAccept,
		"Escape":                  KeyFunAbort,
		"DeleteBackspace":         KeyFunBackspace,
		"Control+DeleteBackspace": KeyFunBackspaceWord,
		"DeleteForward":           KeyFunDelete,
		"Control+DeleteForward":   KeyFunDeleteWord,
		"Alt+DeleteForward":       KeyFunDeleteWord,
		"Control+K":               KeyFunKill,
		"Control+C":               KeyFunCopy,
		"Control+X":               KeyFunCut,
		"Control+V":               KeyFunPaste,
		"Shift+Control+V":         KeyFunPasteHist,
		"Alt+D":                   KeyFunDuplicate,
		"Control+T":               KeyFunTranspose,
		"Alt+T":                   KeyFunTransposeWord,
		"Control+Z":               KeyFunUndo,
		"Control+Y":               KeyFunRedo,
		"Shift+Control+Z":         KeyFunRedo,
		"Control+Alt+I":           KeyFunInsert,
		"Control+Alt+O":           KeyFunInsertAfter,
		"Control+=":               KeyFunZoomIn,
		"Shift+Control++":         KeyFunZoomIn,
		"Control+-":               KeyFunZoomOut,
		"Shift+Control+_":         KeyFunZoomOut,
		"Shift+Control+P":         KeyFunPrefs,
		"Control+Alt+P":           KeyFunPrefs,
		"F5":                      KeyFunRefresh,
		"Control+L":               KeyFunRecenter,
		"Control+.":               KeyFunComplete,
		"Control+,":               KeyFunLookup,
		"Alt+S":                   KeyFunSearch,
		"Control+F":               KeyFunFind,
		"Control+H":               KeyFunReplace,
		"Control+R":               KeyFunReplace,
		"Control+J":               KeyFunJump,
		"Control+[":               KeyFunHistPrev,
		"Control+]":               KeyFunHistNext,
		"F10":                     KeyFunMenu,
		"Alt+F6":                  KeyFunWinFocusNext,
		"Control+W":               KeyFunWinClose,
		"Control+Alt+G":           KeyFunWinSnapshot,
		"Shift+Control+G":         KeyFunWinSnapshot,
		"Shift+Control+I":         KeyFunGoGiEditor,
		"Control+N":               KeyFunMenuNew,
		"Shift+Control+N":         KeyFunMenuNewAlt1,
		"Control+Alt+N":           KeyFunMenuNewAlt2,
		"Control+O":               KeyFunMenuOpen,
		"Shift+Control+O":         KeyFunMenuOpenAlt1,
		"Shift+Alt+O":             KeyFunMenuOpenAlt2,
		"Control+S":               KeyFunMenuSave,
		"Shift+Control+S":         KeyFunMenuSaveAs,
		"Control+Alt+S":           KeyFunMenuSaveAlt,
		"Shift+Control+W":         KeyFunMenuCloseAlt1,
		"Control+Alt+W":           KeyFunMenuCloseAlt2,
	}},
}

StdKeyMaps is the original compiled-in set of standard keymaps that have the lastest key functions bound to standard key chords.

View Source
var StretchProps = ki.Props{
	"EnumType:Flag": KiT_NodeFlags,
	"max-width":     -1.0,
	"max-height":    -1.0,
}
View Source
var TabButtonMinWidth = float32(8)

TabButtonMinWidth is the minimum width of the tab button, in Ch units

View Source
var TabButtonProps = ki.Props{
	"EnumType:Flag":    KiT_ButtonFlags,
	"min-width":        units.NewCh(TabButtonMinWidth),
	"min-height":       units.NewEm(1.6),
	"border-width":     units.NewPx(0),
	"border-radius":    units.NewPx(0),
	"border-color":     &Prefs.Colors.Border,
	"text-align":       gist.AlignCenter,
	"background-color": &Prefs.Colors.Control,
	"color":            &Prefs.Colors.Font,
	"padding":          units.NewPx(4),
	"margin":           units.NewPx(0),
	"indicator":        "close",
	"#icon": ki.Props{
		"width":   units.NewEm(1),
		"height":  units.NewEm(1),
		"margin":  units.NewPx(0),
		"padding": units.NewPx(0),
		"fill":    &Prefs.Colors.Icon,
		"stroke":  &Prefs.Colors.Font,
	},
	"#label": ki.Props{
		"margin":  units.NewPx(0),
		"padding": units.NewPx(0),
	},
	"#close-stretch": ki.Props{
		"width": units.NewCh(1),
	},
	"#close": ki.Props{
		"width":          units.NewEx(0.5),
		"height":         units.NewEx(0.5),
		"margin":         units.NewPx(0),
		"padding":        units.NewPx(0),
		"vertical-align": gist.AlignBottom,
	},
	"#shortcut": ki.Props{
		"margin":  units.NewPx(0),
		"padding": units.NewPx(0),
	},
	"#sc-stretch": ki.Props{
		"min-width": units.NewCh(2),
	},
	ButtonSelectors[ButtonActive]: ki.Props{
		"background-color": "linear-gradient(lighter-0, highlight-10)",
	},
	ButtonSelectors[ButtonInactive]: ki.Props{
		"border-color": "lighter-50",
		"color":        "lighter-50",
	},
	ButtonSelectors[ButtonHover]: ki.Props{
		"background-color": "linear-gradient(highlight-10, highlight-10)",
	},
	ButtonSelectors[ButtonFocus]: ki.Props{
		"border-width":     units.NewPx(2),
		"background-color": "linear-gradient(samelight-50, highlight-10)",
	},
	ButtonSelectors[ButtonDown]: ki.Props{
		"color":            "lighter-90",
		"background-color": "linear-gradient(highlight-30, highlight-10)",
	},
	ButtonSelectors[ButtonSelected]: ki.Props{
		"background-color": "linear-gradient(pref(Select), highlight-10)",
	},
}
View Source
var TabViewProps = ki.Props{
	"EnumType:Flag":    KiT_NodeFlags,
	"border-color":     &Prefs.Colors.Border,
	"border-width":     units.NewPx(2),
	"background-color": &Prefs.Colors.Background,
	"color":            &Prefs.Colors.Font,
	"max-width":        -1,
	"max-height":       -1,
}
View Source
var TextFieldBlinkMu sync.Mutex

TextFieldBlinkMu is mutex protecting TextFieldBlink updating and access

View Source
var TextFieldBlinker *time.Ticker

TextFieldBlinker is the time.Ticker for blinking cursors for text fields, only one of which can be active at at a time

View Source
var TextFieldProps = ki.Props{
	"EnumType:Flag":    KiT_NodeFlags,
	"border-width":     units.NewPx(1),
	"cursor-width":     units.NewPx(3),
	"border-color":     &Prefs.Colors.Border,
	"padding":          units.NewPx(4),
	"margin":           units.NewPx(1),
	"text-align":       gist.AlignLeft,
	"color":            &Prefs.Colors.Font,
	"background-color": &Prefs.Colors.Control,
	"clear-act":        true,
	"#clear": ki.Props{
		"width":          units.NewEx(0.5),
		"height":         units.NewEx(0.5),
		"margin":         units.NewPx(0),
		"padding":        units.NewPx(0),
		"vertical-align": gist.AlignMiddle,
	},
	TextFieldSelectors[TextFieldActive]: ki.Props{
		"background-color": "lighter-0",
	},
	TextFieldSelectors[TextFieldFocus]: ki.Props{
		"border-width":     units.NewPx(2),
		"background-color": "samelight-80",
	},
	TextFieldSelectors[TextFieldInactive]: ki.Props{
		"background-color": "highlight-10",
	},
	TextFieldSelectors[TextFieldSel]: ki.Props{
		"background-color": &Prefs.Colors.Select,
	},
}
View Source
var TextFieldSelectors = []string{":active", ":focus", ":inactive", ":selected"}

Style selector names for the different states

View Source
var TextFieldSpriteName = "gi.TextField.Cursor"

TextFieldSpriteName is the name of the window sprite used for the cursor

View Source
var ToolBarProps = ki.Props{
	"EnumType:Flag":    KiT_NodeFlags,
	"padding":          units.NewPx(2),
	"margin":           units.NewPx(0),
	"spacing":          units.NewPx(4),
	"color":            &Prefs.Colors.Font,
	"background-color": "linear-gradient(pref(Control), highlight-10)",
}
View Source
var TooltipFrameProps = ki.Props{
	"background-color":    &Prefs.Colors.Highlight,
	"border-width":        units.NewPx(0),
	"border-color":        "none",
	"margin":              units.NewPx(0),
	"padding":             units.NewPx(2),
	"box-shadow.h-offset": units.NewPx(0),
	"box-shadow.v-offset": units.NewPx(0),
	"box-shadow.blur":     units.NewPx(0),
	"box-shadow.color":    &Prefs.Colors.Shadow,
}
View Source
var Update2DTrace bool = false

Update2DTrace reports a trace of updates that trigger re-rendering -- can be set in PrefsDebug from prefs gui

View Source
var Viewport2DProps = ki.Props{
	"EnumType:Flag":    KiT_VpFlags,
	"color":            &Prefs.Colors.Font,
	"background-color": &Prefs.Colors.Background,
}
View Source
var WidgetBaseProps = ki.Props{
	"base-type":     true,
	"EnumType:Flag": KiT_NodeFlags,
}
View Source
var WidgetDefPropsKey = "__DefProps"

WidgetDefPropsKey is the key for accessing the default style properties stored in the type-properties for a given type -- also ones with sub-selectors for parts in there with selector appended to this key

View Source
var WidgetDefStyleKey = "__DefStyle"

WidgetDefStyleKey is the key for accessing the default style stored in the type-properties for a given type -- also ones with sub-selectors for parts in there with selector appended to this key

View Source
var WinGeomNoLockErr = errors.New("WinGeom could not lock lock file")
View Source
var WinGeomPrefs = WindowGeomPrefs{}
View Source
var WinGeomPrefsFileName = "win_geom_prefs"

WinGeomPrefsFileName is the base name of the preferences file in GoGi prefs directory

View Source
var WinGeomPrefsLastSave time.Time

WinGeomPrefsLastSave is when prefs were last saved -- if we weren't the last to save then we need to re-open before modifying

View Source
var WinGeomPrefsLockSleep = 100 * time.Millisecond
View Source
var WinGeomPrefsMu sync.RWMutex

WinGeomPrefsMu is read-write mutex that protects updating of WinGeomPrefs

View Source
var WinGeomTrace = false
View Source
var WinWait sync.WaitGroup

WinWait is a wait group for waiting for all the open window event loops to finish -- this can be used for cases where the initial main run uses a GoStartEventLoop for example. It is incremented by GoStartEventLoop and decremented when the event loop terminates.

View Source
var WindowProps = ki.Props{
	"EnumType:Flag": KiT_WinFlags,
}
View Source
var ZoomFactor = float32(1.0)

ZoomFactor is a temporary multiplier on LogicalDPI used for per-session display zooming without changing prefs -- see SaveZoom to save prefs with this current factor.

Functions

func AddToSpellModel

func AddToSpellModel(filepath string) error

AddToSpellModel trains on additional text - extends model

func AggCSS

func AggCSS(agg *ki.Props, css ki.Props)

AggCSS aggregates css properties

func AppName added in v0.9.7

func AppName() string

AppName returns the application name -- see SetAppName to set

func ApplyCSS added in v1.1.0

func ApplyCSS(node Node2D, vp *Viewport2D, st *gist.Style, css ki.Props, key, selector string) bool

ApplyCSS applies css styles for given node, using key to select sub-props from overall properties list, and optional selector to select a further :name selector within that key

func Base64SplitLines added in v1.2.0

func Base64SplitLines(b []byte) []byte

Base64SplitLines splits the encoded Base64 bytes into standard lines of 76 chars each. The last line also ends in a newline

func ChildByLabelStartsCanFocus added in v1.2.0

func ChildByLabelStartsCanFocus(ly *Layout, name string, after ki.Ki) (ki.Ki, bool)

ChildByLabelStartsCanFocus uses breadth-first search to find first element within layout whose Label (from Labeler interface) starts with given string (case insensitive) and can focus. If after is non-nil, only finds after given element.

func ChoiceDialog

func ChoiceDialog(avp *Viewport2D, opts DlgOpts, choices []string, recv ki.Ki, fun ki.RecvFunc)

ChoiceDialog presents any number of buttons with labels as given, for the user to choose among -- the clicked button number (starting at 0) will be sent to the receiving object and function for dialog signals. Viewport is optional to properly contextualize dialog to given master window.

func CompleteEditText added in v0.9.6

func CompleteEditText(text string, cp int, completion string, seed string) (ed complete.Edit)

CompleteEditText is a chance to modify the completion selection before it is inserted

func CompleteText added in v0.9.6

func CompleteText(s string) []string

CompleteText is the function for completing text files

func DNDModCursor

func DNDModCursor(dmod dnd.DropMods) cursor.Shapes

DNDModCursor gets the appropriate cursor based on the DND event mod.

func DefaultColorSchemes added in v0.9.11

func DefaultColorSchemes() map[string]*ColorPrefs

func DefaultStyle2DWidget added in v1.2.0

func DefaultStyle2DWidget(wb *WidgetBase, selector string, part *WidgetBase) *gist.Style

DefaultStyle2DWidget retrieves default style object for the type, from type properties -- selector is optional selector for state etc. Property key is "__DefStyle" + selector -- if part != nil, then use that obj for getting the default style starting point when creating a new style. Also stores a "__DefProps"+selector type property of the props used for styling here, for accessing properties that are not compiled into standard Style object.

func EndCPUMemProfile

func EndCPUMemProfile()

EndCPUMemProfile ends the standard Go cpu and memory profiling.

func EndTargProfile

func EndTargProfile()

EndTargProfile ends targeted profiling and prints report.

func GatherSizes added in v1.2.0

func GatherSizes(ly *Layout)

GatherSizes is size first pass: gather the size information from the children

func GatherSizesFlow added in v1.2.0

func GatherSizesFlow(ly *Layout, iter int)

GatherSizesFlow is size first pass: gather the size information from the children

func GatherSizesGrid added in v1.2.0

func GatherSizesGrid(ly *Layout)

GatherSizesGrid is size first pass: gather the size information from the children, grid version

func GatherSizesSumMax added in v1.2.0

func GatherSizesSumMax(ly *Layout) (sumPref, sumNeed, maxPref, maxNeed mat32.Vec2)

GatherSizesSumMax gets basic sum and max data across all kiddos

func GrabRenderFrom added in v0.9.8

func GrabRenderFrom(nii Node2D) *image.RGBA

GrabRenderFrom grabs the rendered image from given node if nil, then image could not be grabbed

func ImageClearer

func ImageClearer(im *image.RGBA, pct float32)

ImageClearer makes an image more transparent -- pct is amount to alter alpha transparency factor by -- 100 = fully transparent, 0 = no change -- affects the image itself -- make a copy if you want to keep the original or see bild/blend/multiply -- this is specifically used for gi DND etc

func ImageFmBase64 added in v1.2.0

func ImageFmBase64(fmt string, eb []byte) (image.Image, error)

ImageFmBase64 returns image from Base64-encoded bytes in either PNG or JPEG format based on fmt which must end in either png or jpeg

func ImageFmBase64JPG added in v1.2.0

func ImageFmBase64JPG(eb []byte) (image.Image, error)

ImageFmBase64PNG returns image from Base64-encoded bytes in PNG format

func ImageFmBase64PNG added in v1.2.0

func ImageFmBase64PNG(eb []byte) (image.Image, error)

ImageFmBase64PNG returns image from Base64-encoded bytes in PNG format

func ImageResize added in v1.0.17

func ImageResize(img image.Image, szX, szY int) image.Image

ImageResize returns new image that has been resized to given size uses sensible default level of smoothing (Linear interpolation)

func ImageResizeMax added in v1.0.4

func ImageResizeMax(img image.Image, maxSz int) image.Image

ImageResizeMax resizes image so that the largest size (X or Y) is set to maxSz

func ImageSizeMax added in v1.0.4

func ImageSizeMax(sz image.Point, maxSz int) image.Point

ImageSizeMax computes the size of image where the largest size (X or Y) is set to maxSz

func ImageToBase64JPG added in v1.2.0

func ImageToBase64JPG(img image.Image) ([]byte, string)

ImageToBase64JPG returns bytes image encoded as a JPG in Base64 format with "image/jpeg" mimetype returned

func ImageToBase64PNG added in v1.2.0

func ImageToBase64PNG(img image.Image) ([]byte, string)

ImageToBase64PNG returns bytes of image encoded as a PNG in Base64 format with "image/png" mimetype returned

func ImageToRGBA added in v1.0.17

func ImageToRGBA(img image.Image) *image.RGBA

ImageToRGBA returns given image as an image.RGBA (no conversion if it is already)

func Init

func Init()

Init performs overall initialization of the gogi system: loading prefs, etc -- automatically called when new window opened, but can be called before then if pref info needed.

func InitSpell

func InitSpell() error

InitSpell tries to load the saved fuzzy.spell model. If unsuccessful tries to create a new model from a text file used as input

func KiToNode2D

func KiToNode2D(k ki.Ki) (Node2D, *Node2DBase)

KiToNode2D converts Ki to a Node2D interface and a Node2DBase obj -- nil if not.

func LayAllocFromParent added in v1.2.0

func LayAllocFromParent(ly *Layout)

LayAllocFromParent: if we are not a child of a layout, then get allocation from a parent obj that has a layout size

func LaySumDim added in v1.2.0

func LaySumDim(ly Layouts, d mat32.Dims) bool

LaySumDim returns whether we sum up elements along given dimension? else use max for shared dimension.

func LaySummedDim added in v1.2.0

func LaySummedDim(ly Layouts) mat32.Dims

LaySummedDim returns the dimension along which layout is summing.

func LayoutAlongDim added in v1.2.0

func LayoutAlongDim(ly *Layout, dim mat32.Dims)

LayoutAlongDim lays out all children along given dim -- only affects that dim -- e.g., use LayoutSharedDim for other dim.

func LayoutFlow added in v1.2.0

func LayoutFlow(ly *Layout, dim mat32.Dims, iter int) bool

LayoutFlow manages the flow layout along given dimension returns true if needs another iteration (only if iter == 0)

func LayoutGridDim added in v1.2.0

func LayoutGridDim(ly *Layout, rowcol RowCol, dim mat32.Dims)

LayoutGridDim lays out grid data along each dimension (row, Y; col, X), same as LayoutAlongDim. For cols, X has width prefs of each -- turn that into an actual allocated width for each column, and likewise for rows.

func LayoutGridLay added in v1.2.0

func LayoutGridLay(ly *Layout)

LayoutGridLay manages overall grid layout of children

func LayoutSharedDim added in v1.2.0

func LayoutSharedDim(ly *Layout, dim mat32.Dims)

LayoutSharedDim lays out items along a shared dimension, where all elements share the same space, e.g., Horiz for a Vert layout, and vice-versa.

func LayoutSharedDimImpl added in v1.2.0

func LayoutSharedDimImpl(ly *Layout, avail, need, pref, max, spc float32, al gist.Align) (pos, size float32)

LayoutSharedDim implements calculations to layout for the shared dimension (i.e., Vertical for Horizontal layout). Returns pos and size.

func MainMenuFunc(owin oswin.Window, title string, tag int)

MainMenuFunc is the callback function for OS-generated menu actions.

func NewKiDialogValues

func NewKiDialogValues(dlg *Dialog) (int, reflect.Type)

NewKiDialogValues gets the user-set values from a NewKiDialog.

func NewSpellModelFromText

func NewSpellModelFromText() error

NewSpellModelFromText builds a NEW spelling model from text

func OpenImage

func OpenImage(path string) (image.Image, error)

OpenImage opens an image from given path filename -- format is inferred automatically.

func OpenPNG

func OpenPNG(path string) (image.Image, error)

OpenPNG opens an image encoded in the PNG format

func OpenPaths

func OpenPaths()

OpenPaths loads the active SavedPaths from prefs dir

func OpenSpellModel added in v0.9.14

func OpenSpellModel() error

OpenSpellModel loads a saved spelling model

func OpenURL added in v0.9.9

func OpenURL(url string)

OpenURL opens the given URL in the user's default browser. On Linux this requires that xdg-utils package has been installed -- uses xdg-open command.

func PollEvents added in v0.9.9

func PollEvents()

PollEvents tells the main event loop to check for any gui events right now. Call this periodically from longer-running functions to ensure GUI responsiveness.

func PopupIsCompleter

func PopupIsCompleter(pop ki.Ki) bool

PopupIsCompleter returns true if the given popup item is a menu and a completer

func PopupIsCorrector

func PopupIsCorrector(pop ki.Ki) bool

PopupIsCorrector returns true if the given popup item is a menu and a spell corrector

func PopupIsMenu

func PopupIsMenu(pop ki.Ki) bool

PopupIsMenu returns true if the given popup item is a menu

func PopupIsTooltip

func PopupIsTooltip(pop ki.Ki) bool

PopupIsTooltip returns true if the given popup item is a menu

func ProfileToggle

func ProfileToggle()

ProfileToggle turns profiling on or off

func ProgressDefaultInc added in v1.2.0

func ProgressDefaultInc(max int) int

func PromptDialog

func PromptDialog(avp *Viewport2D, opts DlgOpts, ok, cancel bool, recv ki.Ki, fun ki.RecvFunc)

PromptDialog opens a basic standard dialog with a title, prompt, and ok / cancel buttons -- any empty text will not be added -- optionally connects to given signal receiving object and function for dialog signals (nil to ignore). Viewport is optional to properly contextualize dialog to given master window.

func Quit added in v0.9.7

func Quit()

Quit closes all windows and exits the program.

func SaveImage added in v0.9.8

func SaveImage(path string, im image.Image) error

SaveImage saves image to file, with format inferred from filename -- JPEG and PNG supported by default.

func SavePNG

func SavePNG(path string, im image.Image) error

SavePNG saves an image encoded in the PNG format

func SavePaths

func SavePaths()

SavePaths saves the active SavedPaths to prefs dir

func SaveSpellModel

func SaveSpellModel() error

SaveSpellModel saves the spelling model which includes the data and parameters

func SetActiveKeyMap

func SetActiveKeyMap(km *KeyMap, kmName KeyMapName)

SetActiveKeyMap sets the current ActiveKeyMap, calling Update on the map prior to setting it to ensure that it is a valid, complete map

func SetActiveKeyMapName

func SetActiveKeyMapName(mapnm KeyMapName)

SetActiveKeyMapName sets the current ActiveKeyMap by name from those defined in AvailKeyMaps, calling Update on the map prior to setting it to ensure that it is a valid, complete map

func SetAppAbout added in v0.9.7

func SetAppAbout(about string)

SetAppAbout sets the 'about' info for the app -- appears as a menu option in the default app menu

func SetAppName added in v0.9.7

func SetAppName(name string)

SetAppName sets the application name -- defaults to GoGi if not otherwise set Name appears in the first app menu, and specifies the default application-specific preferences directory, etc

func SetQuitCleanFunc added in v0.9.7

func SetQuitCleanFunc(fun func())

SetQuitCleanFunc sets the function that is called whenever app is actually about to quit (irrevocably) -- can do any necessary last-minute cleanup here.

func SetQuitReqFunc added in v0.9.7

func SetQuitReqFunc(fun func())

SetQuitReqFunc sets the function that is called whenever there is a request to quit the app (via a OS or a call to QuitReq() method). That function can then adjudicate whether and when to actually call Quit.

func SetStdXMLAttr added in v1.2.0

func SetStdXMLAttr(ni Node, name, val string) bool

SetStdXMLAttr sets standard attributes of node given XML-style name / attribute values (e.g., from parsing XML / SVG files) -- returns true if handled

func SetUnitContext added in v1.1.0

func SetUnitContext(st *gist.Style, vp *Viewport2D, el mat32.Vec2)

SetUnitContext sets the unit context based on size of viewport and parent element (from bbox) and then cache everything out in terms of raw pixel dots for rendering -- call at start of render

func ShortcutForFun

func ShortcutForFun(kf KeyFuns) key.Chord

ShortcutForFun returns OS-specific formatted shortcut for first key chord trigger for given KeyFun in the current active map

func SignalViewport2D

func SignalViewport2D(vpki, send ki.Ki, sig int64, data interface{})

SignalViewport2D is called by each node in scenegraph through its NodeSig signal to notify its parent viewport whenever it changes, causing a re-render.

func SignalWindowPublish

func SignalWindowPublish(winki, node ki.Ki, sig int64, data interface{})

SignalWindowPublish is the signal receiver function that publishes the window updates when the window update signal (UpdateEnd) occurs

func StartCPUMemProfile

func StartCPUMemProfile()

StartCPUMemProfile starts the standard Go cpu and memory profiling.

func StartTargProfile

func StartTargProfile()

StartTargProfile starts targeted profiling using goki prof package.

func StringPromptDialogValue

func StringPromptDialogValue(dlg *Dialog) string

StringPromptDialogValue gets the string value the user set.

func StringsAddExtras added in v0.9.4

func StringsAddExtras(items *[]string, extras []string)

StringsAddExtras is a generic function for appending a slice to a slice used to add items to menus

func StringsAppendIfUnique added in v0.9.4

func StringsAppendIfUnique(strs *[]string, str string, max int)

StringsAppendIfUnique append str to strs if not already in slice

func StringsDelete added in v0.9.8

func StringsDelete(strs *[]string, str string)

StringsDelete deletes item from strings list

func StringsInsertFirst

func StringsInsertFirst(strs *[]string, str string, max int)

StringsInsertFirst inserts the given string at start of a string slice, while keeping overall length to given max value useful for a "recents" kind of string list

func StringsInsertFirstUnique

func StringsInsertFirstUnique(strs *[]string, str string, max int)

StringsInsertFirstUnique inserts the given string at start of a string slice, while keeping overall length to given max value. if item is already on the list, then it is moved to the top and not re-added (unique items only) useful for a "recents" kind of string list

func StringsRemoveExtras added in v0.9.4

func StringsRemoveExtras(items *[]string, extras []string)

StringsRemoveExtras is a generic function for removing items of a slice from another slice

func StyleCSS added in v1.1.0

func StyleCSS(node Node2D, vp *Viewport2D, st *gist.Style, css ki.Props, selector string)

StyleCSS applies css style properties to given Widget node, parsing out type, .class, and #name selectors, along with optional sub-selector (:hover, :active etc)

func TextFieldBlink()

TextFieldBlink is function that blinks text field cursor

func ToLabel

func ToLabel(it interface{}) string

ToLabel returns the gui-appropriate label for an item, using the Labeler interface if it is defined, and falling back on kit.ToString converter otherwise -- also contains label impls for basic interface types for which we cannot easily define the Labeler interface

func ToLabeler

func ToLabeler(it interface{}) (string, bool)

ToLabeler returns the Labeler label, true if it was defined, else "", false

func WinNewCloseStamp

func WinNewCloseStamp()

WinNewCloseStamp updates the global WinNewCloseTime timestamp for updating windows menus

Types

type ActOpts

type ActOpts struct {
	Name        string
	Label       string
	Icon        string
	Tooltip     string
	Shortcut    key.Chord
	ShortcutKey KeyFuns
	Data        interface{}
	UpdateFunc  func(act *Action)
}

ActOpts provides named and partial parameters for AddAction method

type Action

type Action struct {
	ButtonBase
	Data       interface{}       `json:"-" xml:"-" view:"-" desc:"optional data that is sent with the ActionSig when it is emitted"`
	ActionSig  ki.Signal         `` /* 157-byte string literal not displayed */
	UpdateFunc func(act *Action) `` /* 176-byte string literal not displayed */
}

Action is a button widget that can display a text label and / or an icon and / or a keyboard shortcut -- this is what is put in menus, menubars, and toolbars, and also for any standalone simple action. The default styling differs depending on whether it is in a Menu versus a MenuBar or ToolBar -- this is controlled by the Class which is automatically set to menu, menubar, or toolbar

func AddNewAction added in v0.9.7

func AddNewAction(parent ki.Ki, name string) *Action

AddNewAction adds a new action to given parent node, with given name.

func (*Action) ButtonRelease

func (ac *Action) ButtonRelease()

ButtonRelease triggers action signal

func (*Action) ConfigParts

func (ac *Action) ConfigParts()

ConfigParts switches on part type on calls specific config

func (*Action) ConfigPartsAddShortcut

func (ac *Action) ConfigPartsAddShortcut(config *kit.TypeAndNameList) int

ConfigPartsAddShortcut adds a menu shortcut, with a stretch space -- only called when needed

func (*Action) ConfigPartsButton

func (ac *Action) ConfigPartsButton()

ConfigPartsButton sets the label, icon etc for the button

func (*Action) ConfigPartsMenuItem

func (ac *Action) ConfigPartsMenuItem()

ConfigPartsMenuItem sets the label, icon, etc for action menu item

func (*Action) ConfigPartsShortcut

func (ac *Action) ConfigPartsShortcut(scIdx int)

ConfigPartsShortcut sets the shortcut

func (*Action) CopyFieldsFrom added in v0.9.8

func (ac *Action) CopyFieldsFrom(frm interface{})

func (*Action) Disconnect added in v0.9.8

func (ac *Action) Disconnect()

func (*Action) Init2D

func (ac *Action) Init2D()

Init2D calls functions to initialize widget and parts

func (*Action) Trigger

func (ac *Action) Trigger()

Trigger triggers the action signal -- for external activation of action -- only works if action is not inactive

func (*Action) UpdateActions

func (ac *Action) UpdateActions()

UpdateActions calls UpdateFunc on me and any of my menu items

type Bitmap

type Bitmap struct {
	WidgetBase
	Filename FileName    `desc:"file name of image loaded -- set by OpenImage"`
	Size     image.Point `desc:"size of the image"`
	Pixels   *image.RGBA `copy:"-" view:"-" xml:"-" json:"-" desc:"the bitmap image"`
}

Bitmap is a Widget that is optimized to render a static bitmap image -- it expects to be a terminal node and does NOT call rendering etc on its children. It is particularly useful for overlays in drag-n-drop uses -- can grab the image of another vp and show that

func AddNewBitmap added in v0.9.7

func AddNewBitmap(parent ki.Ki, name string) *Bitmap

AddNewBitmap adds a new bitmap to given parent node, with given name.

func (*Bitmap) CopyFieldsFrom added in v0.9.8

func (bm *Bitmap) CopyFieldsFrom(frm interface{})

func (*Bitmap) DrawIntoViewport added in v0.9.8

func (bm *Bitmap) DrawIntoViewport(parVp *Viewport2D)

func (*Bitmap) GrabRenderFrom

func (bm *Bitmap) GrabRenderFrom(nii Node2D)

GrabRenderFrom grabs the rendered image from given node

func (*Bitmap) LayoutToImgSize added in v0.9.9

func (bm *Bitmap) LayoutToImgSize()

LayoutToImgSize sets the width, height properties to the current Size so it will request that size during layout

func (*Bitmap) OpenImage

func (bm *Bitmap) OpenImage(filename FileName, width, height float32) error

OpenImage opens an image for the bitmap, and resizes to the size of the image or the specified size -- pass 0 for width and/or height to use the actual image size for that dimension

func (*Bitmap) Render2D

func (bm *Bitmap) Render2D()

func (*Bitmap) SetImage

func (bm *Bitmap) SetImage(img image.Image, width, height float32)

SetImage sets an image for the bitmap , and resizes to the size of the image or the specified size -- pass 0 for width and/or height to use the actual image size for that dimension. Copies from given image into internal image for this bitmap.

func (*Bitmap) SetSize added in v1.2.0

func (bm *Bitmap) SetSize(nwsz image.Point)

SetSize sets size of the bitmap image. This does not resize any existing image, just makes a new image if the size is different

type Button

type Button struct {
	ButtonBase
}

Button is a standard command button -- PushButton in Qt Widgets, and Button in Qt Quick -- by default it puts the icon to the left and the text to the right

func AddNewButton added in v0.9.7

func AddNewButton(parent ki.Ki, name string) *Button

AddNewButton adds a new button to given parent node, with given name.

func (*Button) CopyFieldsFrom added in v0.9.8

func (bt *Button) CopyFieldsFrom(frm interface{})

type ButtonBase

type ButtonBase struct {
	PartsWidgetBase
	Text         string                    `xml:"text" desc:"label for the button -- if blank then no label is presented"`
	Icon         IconName                  `` /* 162-byte string literal not displayed */
	Indicator    IconName                  `` /* 192-byte string literal not displayed */
	Shortcut     key.Chord                 `` /* 489-byte string literal not displayed */
	StateStyles  [ButtonStatesN]gist.Style `` /* 246-byte string literal not displayed */
	State        ButtonStates              `copy:"-" json:"-" xml:"-" desc:"current state of the button based on gui interaction"`
	ButtonSig    ki.Signal                 `copy:"-" json:"-" xml:"-" view:"-" desc:"signal for button -- see ButtonSignals for the types"`
	Menu         Menu                      `desc:"the menu items for this menu -- typically add Action elements for menus, along with separators"`
	MakeMenuFunc MakeMenuFunc              `` /* 126-byte string literal not displayed */
	ButStateMu   sync.Mutex                `copy:"-" json:"-" xml:"-" view:"-" desc:"button state mutex"`
}

ButtonBase has common button functionality for all buttons, including Button, Action, MenuButton, CheckBox, etc

func (*ButtonBase) AsButtonBase added in v0.9.8

func (bb *ButtonBase) AsButtonBase() *ButtonBase

func (*ButtonBase) BaseButtonRelease added in v0.9.11

func (bb *ButtonBase) BaseButtonRelease()

BaseButtonRelease action: the button has just been released -- sends a released signal and returns state to normal, and emits clicked signal if if it was previously in pressed state

func (*ButtonBase) ButtonEnterHover

func (bb *ButtonBase) ButtonEnterHover()

ButtonEnterHover called when button starting hover

func (*ButtonBase) ButtonEvents

func (bb *ButtonBase) ButtonEvents()

func (*ButtonBase) ButtonExitHover

func (bb *ButtonBase) ButtonExitHover()

ButtonExitHover called when button exiting hover

func (*ButtonBase) ButtonPress added in v0.9.11

func (bb *ButtonBase) ButtonPress()

ButtonPress sets the button in the down state -- mouse clicked down but not yet up -- emits ButtonPressed signal AND WidgetSig Selected signal -- ButtonClicked is down and up

func (*ButtonBase) ButtonRelease

func (bb *ButtonBase) ButtonRelease()

func (*ButtonBase) ConfigParts

func (bb *ButtonBase) ConfigParts()

func (*ButtonBase) ConfigPartsAddIndicator

func (bb *ButtonBase) ConfigPartsAddIndicator(config *kit.TypeAndNameList, defOn bool) int

ConfigPartsAddIndicator adds a menu indicator if there is a menu present, and the Indicator field is not "none" -- defOn = true means default to adding the indicator even if no menu is yet present -- returns the index in Parts of the indicator object, which is named "indicator" -- an "ind-stretch" is added as well to put on the right by default.

func (*ButtonBase) ConfigPartsAddIndicatorSpace

func (bb *ButtonBase) ConfigPartsAddIndicatorSpace(config *kit.TypeAndNameList, defOn bool) int

ConfigPartsAddIndicatorSpace adds indicator with a space instead of a stretch for editable combobox, where textfield then takes up the rest of the space

func (*ButtonBase) ConfigPartsIfNeeded

func (bb *ButtonBase) ConfigPartsIfNeeded()

func (*ButtonBase) ConfigPartsIndicator

func (bb *ButtonBase) ConfigPartsIndicator(indIdx int)

func (*ButtonBase) ConnectEvents2D

func (bb *ButtonBase) ConnectEvents2D()

func (*ButtonBase) CopyFieldsFrom added in v0.9.8

func (bb *ButtonBase) CopyFieldsFrom(frm interface{})

func (*ButtonBase) Destroy added in v0.9.14

func (bb *ButtonBase) Destroy()

func (*ButtonBase) Disconnect added in v0.9.8

func (bb *ButtonBase) Disconnect()

func (*ButtonBase) FocusChanged2D

func (bb *ButtonBase) FocusChanged2D(change FocusChanges)

func (*ButtonBase) HasMenu

func (bb *ButtonBase) HasMenu() bool

HasMenu returns true if there is a menu or menu-making function set, or the explicit ButtonFlagMenu has been set

func (*ButtonBase) HoverTooltipEvent

func (bb *ButtonBase) HoverTooltipEvent()

func (*ButtonBase) Init2D

func (bb *ButtonBase) Init2D()

func (*ButtonBase) IsCheckable

func (bb *ButtonBase) IsCheckable() bool

IsCheckable returns if is this button checkable -- the Checked state is independent of the generic widget selection state

func (*ButtonBase) IsChecked

func (bb *ButtonBase) IsChecked() bool

IsChecked checks if button is checked

func (*ButtonBase) IsMenu

func (bb *ButtonBase) IsMenu() bool

IsMenu returns true this button is on a menu -- it is a menu item

func (*ButtonBase) KeyChordEvent

func (bb *ButtonBase) KeyChordEvent()

KeyChordEvent handles button KeyChord events

func (*ButtonBase) Layout2D

func (bb *ButtonBase) Layout2D(parBBox image.Rectangle, iter int) bool

func (*ButtonBase) MouseEvent

func (bb *ButtonBase) MouseEvent()

MouseEvents handles button MouseEvent

func (*ButtonBase) MouseFocusEvent

func (bb *ButtonBase) MouseFocusEvent()

MouseFocusEvents handles button MouseFocusEvent

func (*ButtonBase) OnClicked added in v1.2.14

func (bb *ButtonBase) OnClicked(fun func())

OnClicked calls the given function when the button is clicked, which is the default / standard way of activating the button

func (*ButtonBase) OpenMenu

func (bb *ButtonBase) OpenMenu() bool

OpenMenu will open any menu associated with this element -- returns true if menu opened, false if not

func (*ButtonBase) Render2D

func (bb *ButtonBase) Render2D()

func (*ButtonBase) RenderButton added in v1.0.5

func (bb *ButtonBase) RenderButton()

func (*ButtonBase) ResetMenu

func (bb *ButtonBase) ResetMenu()

ResetMenu removes all items in the menu

func (*ButtonBase) SetAsButton

func (bb *ButtonBase) SetAsButton()

SetAsButton clears the explicit ButtonFlagMenu -- if there are menu items or a menu function then it will still behave as a menu

func (*ButtonBase) SetAsMenu

func (bb *ButtonBase) SetAsMenu()

SetAsMenu ensures that this functions as a menu even before menu items are added

func (*ButtonBase) SetButtonState

func (bb *ButtonBase) SetButtonState(state ButtonStates) bool

SetButtonState sets the button state -- returns true if state changed

func (*ButtonBase) SetCheckable

func (bb *ButtonBase) SetCheckable(checkable bool)

SetCheckable sets whether this button is checkable -- emits ButtonToggled signals if so -- the Checked state is independent of the generic widget selection state

func (*ButtonBase) SetChecked

func (bb *ButtonBase) SetChecked(chk bool)

SetChecked sets the checked state of this button -- does not emit signal or update

func (*ButtonBase) SetIcon

func (bb *ButtonBase) SetIcon(iconName string)

SetIcon sets the Icon to given icon name (could be empty or 'none') and updates the button

func (*ButtonBase) SetText

func (bb *ButtonBase) SetText(txt string)

SetText sets the text and updates the button

func (*ButtonBase) Style2D

func (bb *ButtonBase) Style2D()

func (*ButtonBase) StyleButton

func (bb *ButtonBase) StyleButton()

StyleButton does button styling -- it sets the StyMu Lock

func (*ButtonBase) StyleParts

func (bb *ButtonBase) StyleParts()

func (*ButtonBase) ToggleChecked

func (bb *ButtonBase) ToggleChecked()

ToggleChecked toggles the checked state of this button -- does not emit signal or update

func (*ButtonBase) UpdateButtonStyle

func (bb *ButtonBase) UpdateButtonStyle() bool

UpdateButtonStyle sets the button style based on current state info -- returns true if changed -- restyles parts if so

type ButtonBox added in v0.9.9

type ButtonBox struct {
	PartsWidgetBase
	Items     []string  `desc:"the list of items (checbox button labels)"`
	Mutex     bool      `desc:"make the items mutually exclusive -- checking one turns off all the others"`
	ButtonSig ki.Signal `` /* 171-byte string literal not displayed */
}

ButtonBox is a widget for containing a set of CheckBox buttons. It can optionally enforce mutual excusivity (i.e., Radio Buttons). The buttons are all in the Parts of the widget and the Parts layout determines how they are displayed.

func AddNewButtonBox added in v0.9.9

func AddNewButtonBox(parent ki.Ki, name string) *ButtonBox

AddNewButtonBox adds a new button to given parent node, with given name.

func (*ButtonBox) BitFlagsValue added in v0.9.9

func (bb *ButtonBox) BitFlagsValue(enumtyp reflect.Type) int64

BitFlagsValue returns the int64 value for all checkboxes from given BitFlag Enum type (see kit.EnumRegistry) with given value

func (*ButtonBox) ConfigItems added in v0.9.9

func (bb *ButtonBox) ConfigItems()

func (*ButtonBox) ConfigParts added in v0.9.9

func (bb *ButtonBox) ConfigParts()

func (*ButtonBox) ConfigPartsIfNeeded added in v0.9.9

func (bb *ButtonBox) ConfigPartsIfNeeded()

func (*ButtonBox) CopyFieldsFrom added in v0.9.9

func (bb *ButtonBox) CopyFieldsFrom(frm interface{})

func (*ButtonBox) Disconnect added in v0.9.9

func (bb *ButtonBox) Disconnect()

func (*ButtonBox) Init2D added in v0.9.9

func (bb *ButtonBox) Init2D()

func (*ButtonBox) ItemsFromEnum added in v0.9.9

func (bb *ButtonBox) ItemsFromEnum(enumtyp reflect.Type)

ItemsFromEnum sets the Items list from an enum type, which must be registered on kit.EnumRegistry.

func (*ButtonBox) ItemsFromEnumList added in v0.9.9

func (bb *ButtonBox) ItemsFromEnumList(el []kit.EnumValue)

ItemsFromEnumList sets the Items list from a list of enum values (see kit.EnumRegistry)

func (*ButtonBox) ItemsFromStringList added in v0.9.9

func (bb *ButtonBox) ItemsFromStringList(el []string)

ItemsFromStringList sets the Items list from a list of string values -- if setFirst then set current item to the first item in the list, and maxLen if > 0 auto-sets the width of the button to the contents, with the given upper limit

func (*ButtonBox) Layout2D added in v0.9.9

func (bb *ButtonBox) Layout2D(parBBox image.Rectangle, iter int) bool

func (*ButtonBox) Render2D added in v0.9.9

func (bb *ButtonBox) Render2D()

func (*ButtonBox) RenderButtonBox added in v1.0.5

func (bb *ButtonBox) RenderButtonBox()

func (*ButtonBox) SelectItem added in v0.9.9

func (bb *ButtonBox) SelectItem(idx int) error

SelectItem activates a given item but does NOT emit the ButtonSig signal. See SelectItemAction for signal emitting version. returns error if index is out of range.

func (*ButtonBox) SelectItemAction added in v1.2.3

func (bb *ButtonBox) SelectItemAction(idx int) error

SelectItemAction activates a given item and emits the ButtonSig signal. This is mainly for Mutex use. returns error if index is out of range.

func (*ButtonBox) Style2D added in v0.9.9

func (bb *ButtonBox) Style2D()

func (*ButtonBox) UnCheckAll added in v0.9.9

func (bb *ButtonBox) UnCheckAll()

UnCheckAll unchecks all buttons

func (*ButtonBox) UnCheckAllBut added in v1.2.3

func (bb *ButtonBox) UnCheckAllBut(idx int)

UnCheckAllBut unchecks all buttons except given one

func (*ButtonBox) UpdateFromBitFlags added in v0.9.9

func (bb *ButtonBox) UpdateFromBitFlags(enumtyp reflect.Type, val int64)

UpdateFromBitFlags sets the button checked state from a registered BitFlag Enum type (see kit.EnumRegistry) with given value

type ButtonFlags added in v0.9.9

type ButtonFlags int

ButtonFlags extend NodeBase NodeFlags to hold button state

const (
	// button is checkable -- enables display of check control
	ButtonFlagCheckable ButtonFlags = ButtonFlags(NodeFlagsN) + iota

	// button is checked
	ButtonFlagChecked

	// Menu flag means that the button is a menu item
	ButtonFlagMenu

	ButtonFlagsN
)

func StringToButtonFlags added in v0.9.9

func StringToButtonFlags(s string) (ButtonFlags, error)

func (ButtonFlags) String added in v0.9.9

func (i ButtonFlags) String() string

type ButtonSignals

type ButtonSignals int64

ButtonSignals are signals that buttons can send

const (
	// ButtonClicked is the main signal to check for normal button activation
	// -- button pressed down and up
	ButtonClicked ButtonSignals = iota

	// Pressed means button pushed down but not yet up
	ButtonPressed

	// Released means mouse button was released - typically look at
	// ButtonClicked instead of this one
	ButtonReleased

	// Toggled means the checked / unchecked state was toggled -- only sent
	// for buttons with Checkable flag set
	ButtonToggled

	ButtonSignalsN
)

func (*ButtonSignals) FromString

func (i *ButtonSignals) FromString(s string) error

func (ButtonSignals) String

func (i ButtonSignals) String() string

type ButtonStates

type ButtonStates int32

mutually-exclusive button states -- determines appearance

const (
	// normal active state -- there but not being interacted with
	ButtonActive ButtonStates = iota

	// inactive -- not pressable -- no events
	ButtonInactive

	// mouse is hovering over the button
	ButtonHover

	// button is the focus -- will respond to keyboard input
	ButtonFocus

	// button is currently being pressed down
	ButtonDown

	// button has been selected -- selection is a general widget property used
	// by views and other complex widgets -- checked state is independent of this
	ButtonSelected

	// total number of button states
	ButtonStatesN
)

func (*ButtonStates) FromString

func (i *ButtonStates) FromString(s string) error

func (ButtonStates) MarshalJSON

func (ev ButtonStates) MarshalJSON() ([]byte, error)

func (ButtonStates) String

func (i ButtonStates) String() string

func (*ButtonStates) UnmarshalJSON

func (ev *ButtonStates) UnmarshalJSON(b []byte) error

type ButtonWidget

type ButtonWidget interface {
	// AsButtonBase gets the button base for most basic functions -- reduces
	// interface size.
	AsButtonBase() *ButtonBase

	// ButtonRelease is called for release of button -- this is where buttons
	// actually differ in functionality.
	ButtonRelease()

	// StyleParts is called during Style2D to handle styling associated with
	// parts -- icons mainly.
	StyleParts()

	// ConfigParts configures the parts of the button -- called during init
	// and style.
	ConfigParts()

	// ConfigPartsIfNeeded configures the parts of the button, only if needed
	// -- called during layout and render
	ConfigPartsIfNeeded()
}

ButtonWidget is an interface for button widgets allowing ButtonBase defaults to handle most cases.

type CheckBox

type CheckBox struct {
	ButtonBase
	IconOff IconName `` /* 161-byte string literal not displayed */
}

CheckBox toggles between a checked and unchecked state

func AddNewCheckBox added in v0.9.7

func AddNewCheckBox(parent ki.Ki, name string) *CheckBox

AddNewCheckBox adds a new button to given parent node, with given name.

func (*CheckBox) AsButtonBase added in v0.9.8

func (cb *CheckBox) AsButtonBase() *ButtonBase

func (*CheckBox) ButtonRelease

func (cb *CheckBox) ButtonRelease()

func (*CheckBox) ConfigParts

func (cb *CheckBox) ConfigParts()

func (*CheckBox) ConfigPartsIfNeeded

func (cb *CheckBox) ConfigPartsIfNeeded()

func (*CheckBox) CopyFieldsFrom added in v0.9.8

func (cb *CheckBox) CopyFieldsFrom(frm interface{})

func (*CheckBox) Init2D

func (cb *CheckBox) Init2D()

func (*CheckBox) OnClicked added in v1.2.14

func (cb *CheckBox) OnClicked(fun func())

OnClicked calls the given function when the button is clicked, which is the default / standard way of activating the button

func (*CheckBox) SetIconProps

func (cb *CheckBox) SetIconProps(props ki.Props)

SetIconProps sets the icon properties from given property list -- parent types can use this to set different icon properties

func (*CheckBox) SetIcons

func (cb *CheckBox) SetIcons(icOn, icOff string)

SetIcons sets the Icons (by name) for the On (checked) and Off (unchecked) states, and updates button

func (*CheckBox) StyleParts

func (cb *CheckBox) StyleParts()

type Clipper

type Clipper interface {
	// MimeData adds mimedata  to given record to represent item on clipboard
	MimeData(md *mimedata.Mimes)

	// Copy copies item to the clipboard
	// e.g., use oswin.TheApp.ClipBoard(tv.ParentWindow().OSWin).Write(md)
	// where md is mime-encoded data for the object
	Copy(reset bool)

	// Cut cuts item to the clipboard, typically calls Copy and then deletes
	// itself
	Cut()

	// Paste pastes from clipboard to item, e.g.,
	// md := oswin.TheApp.ClipBoard(tv.ParentWindow().OSWin).Read([]string{filecat.DataJson})
	// reads mime-encoded data from the clipboard, in this case in the JSON format
	Paste()
}

Clipper is the interface for standard clipboard operations Types can use this interface to support extensible clip functionality used in all relevant valueview types in giv package (e.g., TreeView)

type ColorName added in v0.9.8

type ColorName string

ColorName provides a value-view GUI lookup of valid color names

type ColorPrefs

type ColorPrefs struct {
	HiStyle    HiStyleName `desc:"text highilighting style / theme"`
	Font       gist.Color  `desc:"default font / pen color"`
	Background gist.Color  `desc:"default background color"`
	Shadow     gist.Color  `desc:"color for shadows -- should generally be a darker shade of the background color"`
	Border     gist.Color  `desc:"default border color, for button, frame borders, etc"`
	Control    gist.Color  `desc:"default main color for controls: buttons, etc"`
	Icon       gist.Color  `desc:"color for icons or other solidly-colored, small elements"`
	Select     gist.Color  `desc:"color for selected elements"`
	Highlight  gist.Color  `desc:"color for highlight background"`
	Link       gist.Color  `desc:"color for links in text etc"`
}

ColorPrefs specify colors for all major categories of GUI elements, and are used in the default styles.

func (*ColorPrefs) DarkDefaults added in v0.9.11

func (pf *ColorPrefs) DarkDefaults()

func (*ColorPrefs) Defaults

func (pf *ColorPrefs) Defaults()

func (*ColorPrefs) OpenJSON

func (pf *ColorPrefs) OpenJSON(filename FileName) error

OpenJSON opens colors from a JSON-formatted file.

func (*ColorPrefs) PrefColor

func (pf *ColorPrefs) PrefColor(clrName string) *gist.Color

PrefColor returns preference color of given name (case insensitive) std names are: font, background, shadow, border, control, icon, select, highlight, link

func (*ColorPrefs) SaveJSON

func (pf *ColorPrefs) SaveJSON(filename FileName) error

SaveJSON saves colors to a JSON-formatted file.

func (*ColorPrefs) SetToPrefs added in v0.9.11

func (pf *ColorPrefs) SetToPrefs()

SetToPrefs sets this color scheme as the current active setting in overall default prefs.

type ComboBox

type ComboBox struct {
	ButtonBase
	Editable  bool          `` /* 130-byte string literal not displayed */
	CurVal    interface{}   `json:"-" xml:"-" desc:"current selected value"`
	CurIndex  int           `json:"-" xml:"-" desc:"current index in list of possible items"`
	Items     []interface{} `json:"-" xml:"-" desc:"items available for selection"`
	ItemsMenu Menu          `json:"-" xml:"-" desc:"the menu of actions for selecting items -- automatically generated from Items"`
	ComboSig  ki.Signal     `` /* 178-byte string literal not displayed */
	MaxLength int           `desc:"maximum label length (in runes)"`
}

ComboBox is for selecting items from a dropdown list, with an optional edit TextField for typing directly. The items can be of any type, including enum values -- they are converted to strings for the display. If the items are IconName type, then they are displayed using icons instead.

func AddNewComboBox added in v0.9.7

func AddNewComboBox(parent ki.Ki, name string) *ComboBox

AddNewComboBox adds a new button to given parent node, with given name.

func (*ComboBox) ButtonRelease

func (cb *ComboBox) ButtonRelease()

func (*ComboBox) ConfigParts

func (cb *ComboBox) ConfigParts()

func (*ComboBox) ConfigPartsIconText

func (cb *ComboBox) ConfigPartsIconText(config *kit.TypeAndNameList, icnm string) (icIdx, txIdx int)

ConfigPartsIconText returns a standard config for creating parts, of icon and text left-to right in a row -- always makes text

func (*ComboBox) ConfigPartsIfNeeded

func (cb *ComboBox) ConfigPartsIfNeeded()

func (*ComboBox) ConfigPartsSetText

func (cb *ComboBox) ConfigPartsSetText(txt string, txIdx, icIdx, indIdx int)

ConfigPartsSetText sets part style props, using given props if not set in object props

func (*ComboBox) CopyFieldsFrom added in v0.9.8

func (cb *ComboBox) CopyFieldsFrom(frm interface{})

func (*ComboBox) Disconnect added in v0.9.8

func (cb *ComboBox) Disconnect()

func (*ComboBox) FindItem

func (cb *ComboBox) FindItem(it interface{}) int

FindItem finds an item on list of items and returns its index

func (*ComboBox) ItemsFromEnum

func (cb *ComboBox) ItemsFromEnum(enumtyp reflect.Type, setFirst bool, maxLen int)

ItemsFromEnum sets the Items list from an enum type, which must be registered on kit.EnumRegistry -- if setFirst then set current item to the first item in the list, and maxLen if > 0 auto-sets the width of the button to the contents, with the given upper limit -- see kit.EnumRegistry, and maxLen if > 0 auto-sets the width of the button to the contents, with the given upper limit

func (*ComboBox) ItemsFromEnumList

func (cb *ComboBox) ItemsFromEnumList(el []kit.EnumValue, setFirst bool, maxLen int)

ItemsFromEnumList sets the Items list from a list of enum values (see kit.EnumRegistry) -- if setFirst then set current item to the first item in the list, and maxLen if > 0 auto-sets the width of the button to the contents, with the given upper limit

func (*ComboBox) ItemsFromIconList added in v1.2.3

func (cb *ComboBox) ItemsFromIconList(el []IconName, setFirst bool, maxLen int)

ItemsFromIconList sets the Items list from a list of IconName values -- if setFirst then set current item to the first item in the list, and maxLen if > 0 auto-sets the width of the button to the contents, with the given upper limit

func (*ComboBox) ItemsFromStringList

func (cb *ComboBox) ItemsFromStringList(el []string, setFirst bool, maxLen int)

ItemsFromStringList sets the Items list from a list of string values -- if setFirst then set current item to the first item in the list, and maxLen if > 0 auto-sets the width of the button to the contents, with the given upper limit

func (*ComboBox) ItemsFromTypes

func (cb *ComboBox) ItemsFromTypes(tl []reflect.Type, setFirst, sort bool, maxLen int)

ItemsFromTypes sets the Items list from a list of types -- see e.g., AllImplementersOf or AllEmbedsOf in kit.TypeRegistry -- if setFirst then set current item to the first item in the list, sort sorts the list in ascending order, and maxLen if > 0 auto-sets the width of the button to the contents, with the given upper limit

func (*ComboBox) MakeItems

func (cb *ComboBox) MakeItems(reset bool, capacity int)

MakeItems makes sure the Items list is made, and if not, or reset is true, creates one with the given capacity

func (*ComboBox) MakeItemsMenu

func (cb *ComboBox) MakeItemsMenu()

MakeItemsMenu makes menu of all the items

func (*ComboBox) SelectItem

func (cb *ComboBox) SelectItem(idx int)

SelectItem selects a given item and updates the display to it

func (*ComboBox) SelectItemAction added in v1.2.3

func (cb *ComboBox) SelectItemAction(idx int)

SelectItemAction selects a given item and emits the index as the ComboSig signal and the selected item as the data.

func (*ComboBox) SetCurIndex

func (cb *ComboBox) SetCurIndex(idx int) interface{}

SetCurIndex sets the current index (CurIndex) and the corresponding CurVal for that item on the current Items list (-1 if not found) -- returns value -- and sets the text to the string value of that value (using standard Stringer string conversion)

func (*ComboBox) SetCurVal

func (cb *ComboBox) SetCurVal(it interface{}) int

SetCurVal sets the current value (CurVal) and the corresponding CurIndex for that item on the current Items list (adds to items list if not found) -- returns that index -- and sets the text to the string value of that value (using standard Stringer string conversion)

func (*ComboBox) SetToMaxLength

func (cb *ComboBox) SetToMaxLength(maxLen int)

SetToMaxLength gets the maximum label length so that the width of the button label is automatically set according to the max length of all items in the list -- if maxLen > 0 then it is used as an upper do-not-exceed length

func (*ComboBox) ShowCurVal added in v1.2.3

func (cb *ComboBox) ShowCurVal()

ShowCurVal updates the display to present the currently-selected value (CurVal)

func (*ComboBox) SortItems

func (cb *ComboBox) SortItems(ascending bool)

SortItems sorts the items according to their labels

func (*ComboBox) TextField

func (cb *ComboBox) TextField() (*TextField, bool)

TextField returns the text field of an editable combobox, and false if not made

type Complete

type Complete struct {
	ki.Node
	MatchFunc   complete.MatchFunc   `desc:"function to get the list of possible completions"`
	LookupFunc  complete.LookupFunc  `desc:"function to get the text to show for lookup"`
	EditFunc    complete.EditFunc    `desc:"function to edit text using the selected completion"`
	Context     interface{}          `desc:"the object that implements complete.Func"`
	SrcLn       int                  `desc:"line number in source that completion is operating on, if relevant"`
	SrcCh       int                  `desc:"character position in source that completion is operating on"`
	Completions complete.Completions `desc:"the list of potential completions"`
	Seed        string               `desc:"current completion seed"`
	CompleteSig ki.Signal            `json:"-" xml:"-" view:"-" desc:"signal for complete -- see CompleteSignals for the types"`
	Completion  string               `desc:"the user's completion selection'"`
	Vp          *Viewport2D          `desc:"the viewport where the current popup menu is presented"`
	DelayTimer  *time.Timer
	DelayMu     sync.Mutex
	ShowMu      sync.Mutex
}

Complete holds the current completion data and functions to call for building the list of possible completions and for editing text after a completion is selected

func (*Complete) Abort added in v0.9.11

func (c *Complete) Abort() bool

Abort aborts *only* pending completions, but does not close existing window. Returns true if aborted.

func (*Complete) Cancel

func (c *Complete) Cancel() bool

Cancel cancels any existing *or* pending completion. Call when new events nullify prior completions. Returns true if canceled.

func (*Complete) Complete

func (c *Complete) Complete(s string)

Complete emits a signal to let subscribers know that the user has made a selection from the list of possible completions

func (*Complete) Disconnect added in v0.9.8

func (cm *Complete) Disconnect()

func (*Complete) GetCompletion

func (c *Complete) GetCompletion(s string) complete.Completion

func (*Complete) IsAboutToShow added in v0.9.11

func (c *Complete) IsAboutToShow() bool

IsAboutToShow returns true if the DelayTimer is started for preparing to show a completion. note: don't really need to lock

func (*Complete) KeyInput

func (c *Complete) KeyInput(kf KeyFuns) bool

KeyInput is the opportunity for completion to act on specific key inputs

func (*Complete) Lookup added in v0.9.11

func (c *Complete) Lookup(text string, posLn, posCh int, vp *Viewport2D, pt image.Point, force bool)

Lookup is the main call for doing lookups

func (*Complete) Show

func (c *Complete) Show(text string, posLn, posCh int, vp *Viewport2D, pt image.Point, force bool)

Show is the main call for listing completions. Has a builtin delay timer so completions are only shown after a delay, which resets every time it is called. After delay, Calls ShowNow, which calls MatchFunc to get a list of completions and builds the completion popup menu

func (*Complete) ShowNow

func (c *Complete) ShowNow(text string, posLn, posCh int, vp *Viewport2D, pt image.Point, force bool)

ShowNow actually calls MatchFunc to get a list of completions and builds the completion popup menu

type CompleteSignals

type CompleteSignals int64

CompleteSignals are signals that are sent by Complete

const (
	// CompleteSelect means the user chose one of the possible completions
	CompleteSelect CompleteSignals = iota

	// CompleteExtend means user has requested that the seed extend if all
	// completions have a common prefix longer than current seed
	CompleteExtend
)

func (*CompleteSignals) FromString

func (i *CompleteSignals) FromString(s string) error

func (CompleteSignals) String

func (i CompleteSignals) String() string

type Completer added in v0.9.8

type Completer interface {
	// SetCompleter sets completion functions so that completions will
	// automatically be offered as the user types.  data provides context where being used.
	SetCompleter(data interface{}, matchFun complete.MatchFunc, editFun complete.EditFunc)
}

Completer interface supports the SetCompleter method for setting completer parameters This is defined e.g., on TextField and TextBuf

type CtxtMenuFunc

type CtxtMenuFunc func(g Node2D, m *Menu)

CtxtMenuFunc is a function for creating a context menu for given node

type DNDStages added in v0.9.11

type DNDStages int32

DNDStages indicates stage of DND process

const (
	// DNDNotStarted = nothing happening
	DNDNotStarted DNDStages = iota

	// DNDStartSent means that the Start event was sent out, but receiver has
	// not yet started the DND on its end by calling StartDragNDrop
	DNDStartSent

	// DNDStarted means that a node called StartDragNDrop
	DNDStarted

	// DNDDropped means that drop event has been sent
	DNDDropped

	DNDStagesN
)

func (*DNDStages) FromString added in v0.9.11

func (i *DNDStages) FromString(s string) error

func (DNDStages) String added in v0.9.11

func (i DNDStages) String() string

type Dialog

type Dialog struct {
	Viewport2D
	Title     string      `desc:"title text displayed as the window title for the dialog"`
	Prompt    string      `desc:"a prompt string displayed below the title"`
	Modal     bool        `desc:"open the dialog in a modal state, blocking all other input"`
	DefSize   image.Point `` /* 200-byte string literal not displayed */
	State     DialogState `desc:"state of the dialog"`
	SigVal    int64       `` /* 139-byte string literal not displayed */
	DialogSig ki.Signal   `json:"-" xml:"-" view:"-" desc:"signal for dialog -- sends a signal when opened, accepted, or canceled"`
	Data      interface{} `` /* 188-byte string literal not displayed */
}

Dialog supports dialog functionality -- based on a viewport that can either be rendered in a separate window or on top of an existing one.

func NewKiDialog

func NewKiDialog(avp *Viewport2D, iface reflect.Type, opts DlgOpts, recv ki.Ki, fun ki.RecvFunc) *Dialog

NewKiDialog prompts for creating new item(s) of a given type, showing types that implement given interface. Use construct of form: reflect.TypeOf((*gi.Node2D)(nil)).Elem() Optionally connects to given signal receiving object and function for dialog signals (nil to ignore).

func NewStdDialog

func NewStdDialog(opts DlgOpts, ok, cancel bool) *Dialog

NewStdDialog returns a basic standard dialog with given options (title, prompt, CSS styling) and whether ok, cancel buttons should be shown -- any empty text will not be added -- returns with UpdateStart started but NOT ended -- must call UpdateEnd(true) once done configuring! Use AddOk / NoOk, AddCancel / NoCancel for bool args.

func RecycleStdDialog added in v0.9.10

func RecycleStdDialog(data interface{}, opts DlgOpts, ok, cancel bool) (*Dialog, bool)

RecycleStdDialog looks for existing dialog window with same Data -- if found brings that to the front, returns it, and true bool. else (and if data is nil) calls NewStdDialog, returns false.

func StringPromptDialog

func StringPromptDialog(avp *Viewport2D, strval, placeholder string, opts DlgOpts, recv ki.Ki, fun ki.RecvFunc) *Dialog

StringPromptDialog prompts the user for a string value -- optionally connects to given signal receiving object and function for dialog signals (nil to ignore). Viewport is optional to properly contextualize dialog to given master window.

func (*Dialog) Accept

func (dlg *Dialog) Accept()

Accept accepts the dialog, activated by the default Ok button

func (*Dialog) AddButtonBox

func (dlg *Dialog) AddButtonBox(frame *Frame) *Layout

AddButtonBox adds a button box (Row Layout) named "buttons" to given frame, with an extra space above it

func (*Dialog) ButtonBox

func (dlg *Dialog) ButtonBox(frame *Frame) (*Layout, int)

ButtonBox returns the ButtonBox layout widget, and its index, within frame -- nil, -1 if not found

func (*Dialog) Cancel

func (dlg *Dialog) Cancel()

Cancel cancels the dialog, activated by the default Cancel button

func (*Dialog) Close

func (dlg *Dialog) Close()

Close requests that the dialog be closed -- it does not alter any state or send any signals

func (*Dialog) Disconnect added in v0.9.8

func (dlg *Dialog) Disconnect()

func (*Dialog) Frame

func (dlg *Dialog) Frame() *Frame

Frame returns the main frame for the dialog, assumed to be the first element in the dialog

func (*Dialog) HasFocus2D

func (dlg *Dialog) HasFocus2D() bool

func (*Dialog) Init2D

func (dlg *Dialog) Init2D()

func (*Dialog) Open

func (dlg *Dialog) Open(x, y int, avp *Viewport2D, cfgFunc func()) bool

Open this dialog, in given location (0 = middle of window), finding window from given viewport -- returns false if it fails for any reason. optional cvgFunc can perform additional configuration after the dialog window has been created and dialog added to it -- some configs require the window.

func (*Dialog) PromptWidget

func (dlg *Dialog) PromptWidget(frame *Frame) (*Label, int)

PromptWidget returns the prompt label widget, and its index, within frame -- if nil returns the title widget (flexible if prompt is nil)

func (*Dialog) PromptWidgetIdx added in v1.0.16

func (dlg *Dialog) PromptWidgetIdx(frame *Frame) int

PromptWidgetIdx returns the prompt label widget index only for use in Python with only one return value.

func (*Dialog) SetFrame

func (dlg *Dialog) SetFrame() *Frame

SetFrame creates a standard vertical column frame layout as first element of the dialog, named "frame"

func (*Dialog) SetPrompt

func (dlg *Dialog) SetPrompt(prompt string, frame *Frame) *Label

SetPrompt sets the prompt and adds a Label named "prompt" to the given frame layout if passed

func (*Dialog) SetTitle

func (dlg *Dialog) SetTitle(title string, frame *Frame) *Label

SetTitle sets the title and adds a Label named "title" to the given frame layout if passed

func (*Dialog) StdButtonConfig

func (dlg *Dialog) StdButtonConfig(stretch, ok, cancel bool) kit.TypeAndNameList

StdButtonConfig returns a kit.TypeAndNameList for calling on ConfigChildren of a button box, to create standard Ok, Cancel buttons (if true), optionally starting with a Stretch element that will cause the buttons to be arranged on the right -- a space element is added between buttons if more than one

func (*Dialog) StdButtonConnect

func (dlg *Dialog) StdButtonConnect(ok, cancel bool, bb *Layout)

StdButtonConnect connects standard buttons in given button box layout to Accept / Cancel actions

func (*Dialog) StdDialog

func (dlg *Dialog) StdDialog(title, prompt string, ok, cancel bool)

StdDialog configures a basic standard dialog with a title, prompt, and ok / cancel buttons -- any empty text will not be added

func (*Dialog) TitleWidget

func (dlg *Dialog) TitleWidget(frame *Frame) (*Label, int)

Title returns the title label widget, and its index, within frame -- nil, -1 if not found

type DialogState

type DialogState int64

DialogState indicates the state of the dialog.

const (
	// DialogExists is the existential state -- struct exists and is likely
	// being constructed.
	DialogExists DialogState = iota

	// DialogOpenModal means dialog is open in a modal state, blocking all other input.
	DialogOpenModal

	// DialogOpenModeless means dialog is open in a modeless state, allowing other input.
	DialogOpenModeless

	// DialogAccepted means Ok was pressed -- dialog accepted.
	DialogAccepted

	// DialogCanceled means Cancel was pressed -- button canceled.
	DialogCanceled

	DialogStateN
)

func (*DialogState) FromString

func (i *DialogState) FromString(s string) error

func (DialogState) String

func (i DialogState) String() string

type DlgOpts

type DlgOpts struct {
	Title  string   `desc:"generally should be provided -- will also be used for setting name of dialog and associated window"`
	Prompt string   `` /* 153-byte string literal not displayed */
	CSS    ki.Props `desc:"optional style properties applied to dialog -- can be used to customize any aspect of existing dialogs"`
}

DlgOpts are the basic dialog options accepted by all dialog methods -- provides a named, optional way to specify these args

type DragNDropper

type DragNDropper interface {
	// Drop is called when something is dropped on this item
	// the mod is either dnd.DropCopy for a copy-like operation (the default)
	// or dnd.Move for a move-like operation (with Shift key held down)
	// drop must call Window.FinalizeDragNDrop with the mod actually used
	// to have the source update itself
	Drop(md mimedata.Mimes, mod dnd.DropMods)

	// Dragged is called on source of drag-n-drop after the drop is finalized
	Dragged(de *dnd.Event)

	// DropExternal is called when something is dropped on this item from
	// an external source (not within same app).
	// the mod is either dnd.DropCopy for a copy-like operation (the default)
	// or dnd.Move for a move-like operation (with Shift key held down)
	// drop DOES NOT need to call Window.FinalizeDragNDrop with the mod actually used
	// to have the source update itself -- no harm if it does however, as the source
	// will be nil.
	DropExternal(md mimedata.Mimes, mod dnd.DropMods)
}

DragNDropper is the interface for standard drag-n-drop actions Types can use this interface to support extensible DND functionality used in all relevant valueview types in giv package (e.g., TreeView)

type EditorPrefs added in v0.9.11

type EditorPrefs struct {
	TabSize      int  `xml:"tab-size" desc:"size of a tab, in chars -- also determines indent level for space indent"`
	SpaceIndent  bool `xml:"space-indent" desc:"use spaces for indentation, otherwise tabs"`
	WordWrap     bool `xml:"word-wrap" desc:"wrap lines at word boundaries -- otherwise long lines scroll off the end"`
	LineNos      bool `xml:"line-nos" desc:"show line numbers"`
	Completion   bool `xml:"completion" desc:"use the completion system to suggest options while typing"`
	SpellCorrect bool `xml:"spell-correct" desc:"suggest corrections for unknown words while typing"`
	AutoIndent   bool `xml:"auto-indent" desc:"automatically indent lines when enter, tab, }, etc pressed"`
	EmacsUndo    bool `` /* 182-byte string literal not displayed */
	DepthColor   bool `xml:"depth-color" desc:"colorize the background according to nesting depth"`
}

EditorPrefs contains editor preferences. It can also be set from ki.Props style properties.

func (*EditorPrefs) Defaults added in v0.9.11

func (pf *EditorPrefs) Defaults()

Defaults are the defaults for EditorPrefs

func (*EditorPrefs) StyleFromProps added in v0.9.11

func (pf *EditorPrefs) StyleFromProps(props ki.Props)

StyleFromProps styles Slider-specific fields from ki.Prop properties doesn't support inherit or default

type EventMaster added in v0.9.11

type EventMaster interface {
	// EventTopNode returns the top-level node for this event scope.
	// This is also the node that serves as the event sender.
	// By default it is the Window.
	EventTopNode() ki.Ki

	// FocusTopNode returns the top-level node for key event focusing.
	FocusTopNode() ki.Ki

	// EventTopUpdateStart does an UpdateStart on top-level node, for batch updates.
	// This may not be identical to EventTopNode().UpdateStart() for
	// embedded case where Viewport is the EventTopNode.
	EventTopUpdateStart() bool

	// EventTopUpdateEnd does an UpdateEnd on top-level node, for batch updates.
	// This may not be identical to EventTopNode().UpdateEnd() for
	// embedded case where Viewport is the EventTopNode.
	EventTopUpdateEnd(updt bool)

	// IsInScope returns whether given node is in scope for receiving events
	IsInScope(node ki.Ki, popup bool) bool

	// CurPopupIsTooltip returns true if current popup is a tooltip
	CurPopupIsTooltip() bool

	// DeleteTooltip deletes any tooltip popup (called when hover ends)
	DeleteTooltip()

	// IsFocusActive returns true if focus is active in this master
	IsFocusActive() bool

	// SetFocusActiveState sets focus active state
	SetFocusActiveState(active bool)
}

EventMaster provides additional control methods for the event manager, for things beyond its immediate scope

type EventMgr added in v0.9.11

type EventMgr struct {
	Master          EventMaster                             `desc:"master of this event mangager -- handles broader scope issues"`
	EventSigs       [oswin.EventTypeN][EventPrisN]ki.Signal `desc:"signals for communicating each type of event, organized by priority"`
	EventMu         sync.Mutex                              `desc:"mutex that protects event sending"`
	TimerMu         sync.Mutex                              `desc:"mutex that protects timer variable updates (e.g., hover AfterFunc's)"`
	Dragging        ki.Ki                                   `desc:"node receiving mouse dragging events -- not for DND but things like sliders -- anchor to same"`
	Scrolling       ki.Ki                                   `desc:"node receiving mouse scrolling events -- anchor to same"`
	DNDStage        DNDStages                               `desc:"stage of DND process"`
	DNDData         mimedata.Mimes                          `desc:"drag-n-drop data -- if non-nil, then DND is taking place"`
	DNDSource       ki.Ki                                   `desc:"drag-n-drop source node"`
	DNDFinalEvent   *dnd.Event                              `desc:"final event for DND which is sent if a finalize is received"`
	DNDDropMod      dnd.DropMods                            `desc:"modifier in place at time of drop event (DropMove or DropCopy)"`
	Focus           ki.Ki                                   `desc:"node receiving keyboard events -- use SetFocus, CurFocus"`
	FocusMu         sync.RWMutex                            `desc:"mutex that protects focus updating"`
	FocusStack      []ki.Ki                                 `desc:"stack of focus"`
	StartFocus      ki.Ki                                   `desc:"node to focus on at start when no other focus has been set yet -- use SetStartFocus"`
	LastModBits     int32                                   `desc:"Last modifier key bits from most recent Mouse, Keyboard events"`
	LastSelMode     mouse.SelectModes                       `desc:"Last Select Mode from most recent Mouse, Keyboard events"`
	LastMousePos    image.Point                             `desc:"Last mouse position from most recent Mouse events"`
	LagSkipDeltaPos image.Point                             `desc:"change in position accumulated from skipped-over laggy mouse move events"`
	LagLastSkipped  bool                                    `desc:"true if last event was skipped due to lag"`
	// contains filtered or unexported fields
}

EventMgr is an event manager that handles distributing events to nodes. It relies on the EventMaster for a few things outside of its scope.

func (*EventMgr) ActivateStartFocus added in v0.9.11

func (em *EventMgr) ActivateStartFocus() bool

ActivateStartFocus activates start focus if there is no current focus and StartFocus is set -- returns true if activated

func (*EventMgr) ClearDND added in v0.9.11

func (em *EventMgr) ClearDND()

ClearDND clears DND state

func (*EventMgr) ClearNonFocus added in v0.9.11

func (em *EventMgr) ClearNonFocus(foc ki.Ki)

ClearNonFocus clears the focus of any non-w.Focus item.

func (*EventMgr) ConnectEvent added in v0.9.11

func (em *EventMgr) ConnectEvent(recv ki.Ki, et oswin.EventType, pri EventPris, fun ki.RecvFunc)

ConnectEvent adds a Signal connection for given event type and priority to given receiver

func (*EventMgr) CurFocus added in v0.9.11

func (em *EventMgr) CurFocus() ki.Ki

CurFocus gets the current focus node under mutex protection

func (*EventMgr) DNDIsInternalSrc added in v0.9.11

func (em *EventMgr) DNDIsInternalSrc() bool

DNDIsInternalSrc returns true if the source of the DND operation is internal to GoGi system -- otherwise it originated from external OS source.

func (*EventMgr) DNDStart added in v0.9.11

func (em *EventMgr) DNDStart(src ki.Ki, data mimedata.Mimes)

DNDStart is driven by node responding to start event, actually starts DND

func (*EventMgr) DNDStartEvent added in v0.9.11

func (em *EventMgr) DNDStartEvent(e *mouse.DragEvent)

DNDStartEvent handles drag-n-drop start events.

func (*EventMgr) DisconnectAllEvents added in v0.9.11

func (em *EventMgr) DisconnectAllEvents(recv ki.Ki, pri EventPris)

DisconnectAllEvents disconnect node from all event signals -- pri is priority -- pass AllPris for all priorities

func (*EventMgr) DisconnectEvent added in v0.9.11

func (em *EventMgr) DisconnectEvent(recv ki.Ki, et oswin.EventType, pri EventPris)

DisconnectEvent removes Signal connection for given event type to given receiver -- pri is priority -- pass AllPris for all priorities

func (*EventMgr) DoInstaDrag added in v0.9.11

func (em *EventMgr) DoInstaDrag(me *mouse.DragEvent, popup bool) bool

DoInstaDrag tests whether the given mouse DragEvent is on a widget marked with InstaDrag

func (*EventMgr) FilterLaggyEvents added in v0.9.11

func (em *EventMgr) FilterLaggyEvents(evi oswin.Event) bool

FilterLaggyEvents filters repeated laggy events -- key for responsive resize, scroll, etc returns false if event should not be processed further, and true if it should. Should only be called when the current event is the same type as last time. Accumulates mouse deltas in LagSkipDeltaPos.

func (*EventMgr) FocusLast added in v0.9.11

func (em *EventMgr) FocusLast() bool

FocusLast sets the focus on the last item in the tree -- returns true if a focusable item was found

func (*EventMgr) FocusNext added in v0.9.11

func (em *EventMgr) FocusNext(foc ki.Ki) bool
FocusNext sets the focus on the next item that can accept focus after the

given item (can be nil) -- returns true if a focus item found.

func (*EventMgr) FocusOnOrNext added in v0.9.11

func (em *EventMgr) FocusOnOrNext(foc ki.Ki) bool

FocusOnOrNext sets the focus on the given item, or the next one that can accept focus -- returns true if a new focus item found.

func (*EventMgr) FocusOnOrPrev added in v0.9.11

func (em *EventMgr) FocusOnOrPrev(foc ki.Ki) bool

FocusOnOrPrev sets the focus on the given item, or the previous one that can accept focus -- returns true if a new focus item found.

func (*EventMgr) FocusPrev added in v0.9.11

func (em *EventMgr) FocusPrev(foc ki.Ki) bool

FocusPrev sets the focus on the previous item before the given item (can be nil)

func (*EventMgr) GenDNDFocusEvents added in v0.9.11

func (em *EventMgr) GenDNDFocusEvents(mev *dnd.MoveEvent, popup bool) bool

GenDNDFocusEvents processes mouse.MoveEvent to generate dnd.FocusEvent events -- returns true if any such events were sent. If popup is true, then only items on popup are in scope, otherwise items NOT on popup are in scope (if no popup, everything is in scope). Extra work is done to ensure that Exit from prior widget is always sent before Enter to next one.

func (*EventMgr) GenMouseFocusEvents added in v0.9.11

func (em *EventMgr) GenMouseFocusEvents(mev *mouse.MoveEvent, popup bool) bool

GenMouseFocusEvents processes mouse.MoveEvent to generate mouse.FocusEvent events -- returns true if any such events were sent. If popup is true, then only items on popup are in scope, otherwise items NOT on popup are in scope (if no popup, everything is in scope).

func (*EventMgr) InitialFocus added in v0.9.11

func (em *EventMgr) InitialFocus()

InitialFocus establishes the initial focus for the window if no focus is set -- uses ActivateStartFocus or FocusNext as backup.

func (*EventMgr) ManagerKeyChordEvents added in v0.9.11

func (em *EventMgr) ManagerKeyChordEvents(e *key.ChordEvent)

MangerKeyChordEvents handles lower-priority manager-level key events. Mainly tab, shift-tab, and GoGiEditor and Prefs. event will be marked as processed if handled here.

func (*EventMgr) MouseDragEvents added in v0.9.11

func (em *EventMgr) MouseDragEvents(evi oswin.Event)

MouseDragEvents processes MouseDragEvent to Detect start of drag and DND. These require timing and delays, e.g., due to minor wiggles when pressing the mouse button

func (*EventMgr) MouseEventReset added in v0.9.11

func (em *EventMgr) MouseEventReset(evi oswin.Event)

MouseEventReset resets state for "catch" events (Dragging, Scrolling)

func (*EventMgr) MouseEvents added in v0.9.11

func (em *EventMgr) MouseEvents(evi oswin.Event)

MouseEvents processes mouse drag and move events

func (*EventMgr) MouseMoveEvents added in v0.9.11

func (em *EventMgr) MouseMoveEvents(evi oswin.Event)

MouseMoveEvents processes MouseMoveEvent to detect start of hover events. These require timing and delays

func (*EventMgr) PopFocus added in v0.9.11

func (em *EventMgr) PopFocus()

PopFocus pops off the focus stack and sets prev to current focus.

func (*EventMgr) PushFocus added in v0.9.11

func (em *EventMgr) PushFocus(p ki.Ki)

PushFocus pushes current focus onto stack and sets new focus.

func (*EventMgr) ResetMouseDrag added in v0.9.11

func (em *EventMgr) ResetMouseDrag()

ResetMouseDrag resets all the mouse dragging variables after last drag

func (*EventMgr) ResetMouseMove added in v0.9.11

func (em *EventMgr) ResetMouseMove()

ResetMouseMove resets all the mouse moving variables after last move

func (*EventMgr) SendDNDDropEvent added in v0.9.11

func (em *EventMgr) SendDNDDropEvent(e *mouse.Event) bool

SendDNDDropEvent sends DND drop event -- returns false if drop event was not processed in which case the event should be cleared (by the Window)

func (*EventMgr) SendDNDHoverEvent added in v0.9.11

func (em *EventMgr) SendDNDHoverEvent(e *mouse.DragEvent)

SendDNDHoverEvent sends DND hover event, based on last mouse move event

func (*EventMgr) SendDNDMoveEvent added in v0.9.11

func (em *EventMgr) SendDNDMoveEvent(e *mouse.DragEvent) *dnd.MoveEvent

SendDNDMoveEvent sends DND move event

func (*EventMgr) SendEventSignal added in v0.9.11

func (em *EventMgr) SendEventSignal(evi oswin.Event, popup bool)

SendEventSignal sends given event signal to all receivers that want it -- note that because there is a different EventSig for each event type, we are ONLY looking at nodes that have registered to receive that type of event -- the further filtering is just to ensure that they are in the right position to receive the event (focus, popup filtering, etc). If popup is true, then only items on popup are in scope, otherwise items NOT on popup are in scope (if no popup, everything is in scope).

func (*EventMgr) SendEventSignalFunc added in v0.9.11

func (em *EventMgr) SendEventSignalFunc(evi oswin.Event, popup bool, rvs *WinEventRecvList, recv ki.Ki, fun ki.RecvFunc) bool

SendEventSignalFunc is the inner loop of the SendEventSignal -- needed to deal with map iterator locking logic in a cleaner way. Returns true to continue, false to break

func (*EventMgr) SendHoverEvent added in v0.9.11

func (em *EventMgr) SendHoverEvent(he *mouse.HoverEvent)

SendHoverEvent sends mouse hover event, based on last mouse move event

func (*EventMgr) SendKeyChordEvent added in v0.9.11

func (em *EventMgr) SendKeyChordEvent(popup bool, r rune, mods ...key.Modifiers)

SendKeyChordEvent sends a KeyChord event with given values. If popup is true, then only items on popup are in scope, otherwise items NOT on popup are in scope (if no popup, everything is in scope).

func (*EventMgr) SendKeyFunEvent added in v0.9.11

func (em *EventMgr) SendKeyFunEvent(kf KeyFuns, popup bool)

SendKeyFunEvent sends a KeyChord event with params from the given KeyFun. If popup is true, then only items on popup are in scope, otherwise items NOT on popup are in scope (if no popup, everything is in scope).

func (*EventMgr) SendSig added in v0.9.11

func (em *EventMgr) SendSig(recv, sender ki.Ki, evi oswin.Event)

SendSig directly calls SendSig from given recv, sender for given event across all priorities.

func (*EventMgr) SetFocus added in v0.9.11

func (em *EventMgr) SetFocus(k ki.Ki) bool

SetFocus sets focus to given item -- returns true if focus changed. If item is nil, then nothing has focus.

func (*EventMgr) SetStartFocus added in v0.9.11

func (em *EventMgr) SetStartFocus(k ki.Ki)

SetStartFocus sets the given item to be first focus when window opens.

type EventPris

type EventPris int32

EventPris for different queues of event signals, processed in priority order

const (
	// HiPri = high priority -- event receivers processed first -- can be used
	// to override default behavior
	HiPri EventPris = iota

	// RegPri = default regular priority -- most should be here
	RegPri

	// LowPri = low priority -- processed last -- typically for containers /
	// dialogs etc
	LowPri

	// LowRawPri = unfiltered (raw) low priority -- ignores whether the event
	// was already processed.
	LowRawPri

	EventPrisN

	// AllPris = -1 = all priorities (for delete cases only)
	AllPris EventPris = -1
)

func StringToEventPris

func StringToEventPris(s string) (EventPris, error)

func (EventPris) String

func (i EventPris) String() string

type FavPathItem

type FavPathItem struct {
	Ic   IconName `desc:"icon for item"`
	Name string   `width:"20" desc:"name of the favorite item"`
	Path string   `tableview:"-select"`
}

FavPathItem represents one item in a favorite path list, for display of favorites. Is an ordered list instead of a map because user can organize in order

func (FavPathItem) Label

func (fi FavPathItem) Label() string

Label satisfies the Labeler interface

type FavPaths

type FavPaths []FavPathItem

FavPaths is a list (slice) of favorite path items

func (*FavPaths) FindPath

func (pf *FavPaths) FindPath(path string) (int, bool)

FindPath returns index of path on list, or -1, false if not found

func (*FavPaths) SetToDefaults

func (pf *FavPaths) SetToDefaults()

SetToDefaults sets the paths to default values

type FileName

type FileName string

FileName is used to specify an filename (including path) -- automatically opens the FileView dialog using ValueView system. Use this for any method args that are filenames to trigger use of FileViewDialog under MethView automatic method calling.

type FilePaths

type FilePaths []string
var SavedPaths FilePaths

func (*FilePaths) AddPath

func (pf *FilePaths) AddPath(path string, max int)

AddPath inserts a path to the file paths (at the start), subject to max length -- if path is already on the list then it is moved to the start.

func (*FilePaths) OpenJSON

func (pf *FilePaths) OpenJSON(filename string) error

Open file paths from a JSON-formatted file.

func (*FilePaths) SaveJSON

func (pf *FilePaths) SaveJSON(filename string) error

Save file paths to a JSON-formatted file.

type FocusChanges

type FocusChanges int32

FocusChanges are the kinds of changes that can be reported via FocusChanged2D method

const (
	// FocusLost means that keyboard focus is on a different widget
	// (typically) and this one lost focus
	FocusLost FocusChanges = iota

	// FocusGot means that this widget just got keyboard focus
	FocusGot

	// FocusInactive means that although this widget retains keyboard focus
	// (nobody else has it), the user has clicked on something else and
	// therefore the focus should be considered inactive (distracted), and any
	// changes should be applied as this other action could result in closing
	// of a dialog etc.  Keyboard events will still be sent to the focus
	// widget, but it is up to the widget if or how to process them (e.g., it
	// could reactivate on its own).
	FocusInactive

	// FocusActive means that the user has moved the mouse back into the
	// focused widget to resume active keyboard focus.
	FocusActive

	FocusChangesN
)

func (*FocusChanges) FromString

func (i *FocusChanges) FromString(s string) error

func (FocusChanges) String

func (i FocusChanges) String() string

type FontName

type FontName string

FontName is used to specify a font, as the unique name of the font family. This automatically provides a chooser menu for fonts using giv ValueView.

type Frame

type Frame struct {
	Layout
	Stripes Stripes `desc:"options for striped backgrounds -- rendered as darker bands relative to background color"`
}

Frame is a Layout that renders a background according to the background-color style setting, and optional striping for grid layouts

func AddNewFrame added in v0.9.7

func AddNewFrame(parent ki.Ki, name string, layout Layouts) *Frame

AddNewFrame adds a new frame to given parent node, with given name and layout

func (*Frame) CopyFieldsFrom added in v0.9.8

func (fr *Frame) CopyFieldsFrom(frm interface{})

func (*Frame) FrameStdRender

func (fr *Frame) FrameStdRender()

FrameStdRender does the standard rendering of the frame itself

func (*Frame) Render2D

func (fr *Frame) Render2D()

func (*Frame) RenderStripes

func (fr *Frame) RenderStripes()

type Geom2DInt

type Geom2DInt struct {
	Pos  image.Point
	Size image.Point
}

Geom2DInt defines a geometry in 2D dots units (int) -- this is just a more convenient format than image.Rectangle for cases where the size and position are independently updated (e.g., Viewport)

func (*Geom2DInt) Bounds

func (gm *Geom2DInt) Bounds() image.Rectangle

Bounds converts geom to equivalent image.Rectangle

func (*Geom2DInt) SetRect

func (gm *Geom2DInt) SetRect(r image.Rectangle)

SetRect sets values from image.Rectangle

func (*Geom2DInt) SizeRect

func (gm *Geom2DInt) SizeRect() image.Rectangle

SizeRect converts geom to rect version of size at 0 pos

type Gradient

type Gradient struct {
	Node2DBase
	Grad      gist.ColorSpec `desc:"the color gradient"`
	StopsName string         `desc:"name of another gradient to get stops from"`
}

Gradient is used for holding a specified color gradient (ColorSpec) name is id for lookup in url

func AddNewGradient added in v0.9.7

func AddNewGradient(parent ki.Ki, name string) *Gradient

AddNewGradient adds a new gradient to given parent node, with given name.

func (*Gradient) CopyFieldsFrom added in v0.9.8

func (gr *Gradient) CopyFieldsFrom(frm interface{})

func (*Gradient) GradientType added in v1.2.0

func (gr *Gradient) GradientType() string

GradientType returns the SVG-style type name of gradient: linearGradient or radialGradient

type GridData

type GridData struct {
	SizeNeed    float32
	SizePref    float32
	SizeMax     float32
	AllocSize   float32
	AllocPosRel float32
}

GridData contains data for grid layout -- only one value needed for relevant dim

type HiStyleName added in v0.9.11

type HiStyleName string

HiStyleName is a highlighting style name

type Icon

type Icon struct {
	WidgetBase
	IconNm   string `desc:"icon name that has been set -- optimizes to prevent reloading of icon"`
	Filename string `desc:"file name for the loaded icon, if loaded"`
}

Icon is a wrapper around a child svg.Icon SVG element. SVG should contain no color information -- it should just be a filled shape where the fill and stroke colors come from the surrounding context / paint settings. The rendered version is cached for a given size. Icons are always copied from an original source icon and then can be customized from there.

func AddNewIcon added in v0.9.7

func AddNewIcon(parent ki.Ki, name string, icon string) *Icon

AddNewIcon adds a new icon to given parent node, with given name, and icon name.

func (*Icon) CopyFieldsFrom added in v0.9.8

func (ic *Icon) CopyFieldsFrom(frm interface{})

func (*Icon) Layout2D

func (ic *Icon) Layout2D(parBBox image.Rectangle, iter int) bool

func (*Icon) Render2D

func (ic *Icon) Render2D()

func (*Icon) SVGIcon

func (ic *Icon) SVGIcon() *Viewport2D

SVGIcon returns the child svg icon, or nil

func (*Icon) SetIcon

func (ic *Icon) SetIcon(name string) (bool, error)

SetIcon sets the icon by name into given Icon wrapper, returning error message if not found etc, and returning true if a new icon was actually set -- does nothing if IconNm is already == icon name and has children, and deletes children if name is nil / none (both cases return false for new icon)

func (*Icon) Size2D

func (ic *Icon) Size2D(iter int)

func (*Icon) Style2D

func (ic *Icon) Style2D()

type IconMgr

type IconMgr interface {
	// IsValid checks if given icon name is a valid name for an available icon
	// (also checks that the icon manager is non-nil and issues appropriate error)
	IsValid(iconName string) bool

	// SetIcon sets the icon by name into given Icon wrapper, returning error
	// message if not found etc.  This is how gi.Icon is initialized from
	// underlying svg.Icon items.
	SetIcon(ic *Icon, iconName string) error

	// IconByName is main function to get icon by name -- looks in CurIconSet and
	// falls back to DefaultIconSet if not found there -- returns error
	// message if not found.  cast result to *svg.Icon
	IconByName(name string) (ki.Ki, error)

	// IconList returns the list of available icon names, optionally sorted
	// alphabetically (otherwise in map-random order)
	IconList(alphaSort bool) []IconName
}

IconMgr is the manager of all things Icon -- needed to allow svg to be a separate package, and implemented by svg.IconMgr

var TheIconMgr IconMgr

TheIconMgr is set by loading the gi/svg package -- all final users must import github/goki/gi/svg to get its init function

type IconName

type IconName string

IconName is used to specify an icon -- currently just the unique name of the icon -- automatically provides a chooser menu for icons using ValueView system

func (IconName) IsNil

func (inm IconName) IsNil() bool

IsNil tests whether the icon name is empty, 'none' or 'nil' -- indicates to not use a icon

func (IconName) IsValid

func (inm IconName) IsValid() bool

IsValid tests whether the icon name is valid -- represents a non-nil icon available in the current or default icon set

func (IconName) SetIcon

func (inm IconName) SetIcon(ic *Icon) (bool, error)

SetIcon sets the icon by name into given Icon wrapper, returning error message if not found etc, and returning true if a new icon was actually set -- does nothing if IconNm is already == icon name and has children, and deletes children if name is nil / none (both cases return false for new icon)

type KeyFuns

type KeyFuns int32

KeyFuns are functions that keyboard events can perform in the GUI -- seems possible to keep this flat and consistent across different contexts, as long as the functions can be appropriately reinterpreted for each context.

const (
	KeyFunNil KeyFuns = iota
	KeyFunMoveUp
	KeyFunMoveDown
	KeyFunMoveRight
	KeyFunMoveLeft
	KeyFunPageUp
	KeyFunPageDown
	// KeyFunPageRight
	// KeyFunPageLeft
	KeyFunHome    // start-of-line
	KeyFunEnd     // end-of-line
	KeyFunDocHome // start-of-doc -- Control / Alt / Shift +Home
	KeyFunDocEnd  // end-of-doc Control / Alt / Shift +End
	KeyFunWordRight
	KeyFunWordLeft
	KeyFunFocusNext // Tab
	KeyFunFocusPrev // Shift-Tab
	KeyFunEnter     // Enter / return key -- has various special functions
	KeyFunAccept    // Ctrl+Enter = accept any changes and close dialog / move to next
	KeyFunCancelSelect
	KeyFunSelectMode
	KeyFunSelectAll
	KeyFunAbort
	// KeyFunEditItem
	KeyFunCopy
	KeyFunCut
	KeyFunPaste
	KeyFunPasteHist // from history
	KeyFunBackspace
	KeyFunBackspaceWord
	KeyFunDelete
	KeyFunDeleteWord
	KeyFunKill
	KeyFunDuplicate
	KeyFunTranspose
	KeyFunTransposeWord
	KeyFunUndo
	KeyFunRedo
	KeyFunInsert
	KeyFunInsertAfter
	KeyFunZoomOut
	KeyFunZoomIn
	KeyFunPrefs
	KeyFunRefresh
	KeyFunRecenter // Ctrl+L in emacs
	KeyFunComplete
	KeyFunLookup
	KeyFunSearch // Ctrl+S in emacs -- more interactive type of search
	KeyFunFind   // Command+F full-dialog find
	KeyFunReplace
	KeyFunJump // jump to line
	KeyFunHistPrev
	KeyFunHistNext
	KeyFunMenu // put focus on menu
	KeyFunWinFocusNext
	KeyFunWinClose
	KeyFunWinSnapshot
	KeyFunGoGiEditor
	// Below are menu specific functions -- use these as shortcuts for menu actions
	// allows uniqueness of mapping and easy customization of all key actions
	KeyFunMenuNew
	KeyFunMenuNewAlt1 // alternative version (e.g., shift)
	KeyFunMenuNewAlt2 // alternative version (e.g., alt)
	KeyFunMenuOpen
	KeyFunMenuOpenAlt1 // alternative version (e.g., shift)
	KeyFunMenuOpenAlt2 // alternative version (e.g., alt)
	KeyFunMenuSave
	KeyFunMenuSaveAs
	KeyFunMenuSaveAlt   // another alt (e.g., alt)
	KeyFunMenuCloseAlt1 // alternative version (e.g., shift)
	KeyFunMenuCloseAlt2 // alternative version (e.g., alt)
	KeyFunsN
)

func KeyFun

func KeyFun(chord key.Chord) KeyFuns

KeyFun translates chord into keyboard function -- use oswin key.Chord to get chord

func (*KeyFuns) FromString

func (i *KeyFuns) FromString(s string) error

func (KeyFuns) MarshalJSON

func (kf KeyFuns) MarshalJSON() ([]byte, error)

func (KeyFuns) String

func (i KeyFuns) String() string

func (*KeyFuns) UnmarshalJSON

func (kf *KeyFuns) UnmarshalJSON(b []byte) error

type KeyMap

type KeyMap map[key.Chord]KeyFuns

KeyMap is a map between a key sequence (chord) and a specific KeyFun function. This mapping must be unique, in that each chord has unique KeyFun, but multiple chords can trigger the same function.

var ActiveKeyMap *KeyMap

ActiveKeyMap points to the active map -- users can set this to an alternative map in Prefs

func (*KeyMap) ChordForFun

func (km *KeyMap) ChordForFun(kf KeyFuns) key.Chord

ChordForFun returns first key chord trigger for given KeyFun in map

func (*KeyMap) ShortcutForFun

func (km *KeyMap) ShortcutForFun(kf KeyFuns) key.Chord

ShortcutForFun returns OS-specific formatted shortcut for first key chord trigger for given KeyFun in map

func (*KeyMap) ToSlice

func (km *KeyMap) ToSlice() []KeyMapItem

ToSlice copies this keymap to a slice of KeyMapItem's

func (*KeyMap) Update

func (km *KeyMap) Update(kmName KeyMapName)

Update ensures that the given keymap has at least one entry for every defined KeyFun, grabbing ones from the default map if not, and also eliminates any Nil entries which might reflect out-of-date functions

type KeyMapItem

type KeyMapItem struct {
	Key key.Chord `desc:"the key chord that activates a function"`
	Fun KeyFuns   `desc:"the function of that key"`
}

KeyMapItem records one element of the key map -- used for organizing the map.

type KeyMapName

type KeyMapName string

KeyMapName has an associated ValueView for selecting from the list of available key map names, for use in preferences etc.

var ActiveKeyMapName KeyMapName

ActiveKeyMapName is the name of the active keymap

type KeyMaps

type KeyMaps []KeyMapsItem

KeyMaps is a list of KeyMap's -- users can edit these in Prefs -- to create a custom one, just duplicate an existing map, rename, and customize

var AvailKeyMaps KeyMaps

AvailKeyMaps is the current list of available keymaps for use -- can be loaded / saved / edited with preferences. This is set to StdKeyMaps at startup.

func (*KeyMaps) CopyFrom

func (km *KeyMaps) CopyFrom(cp KeyMaps)

CopyFrom copies keymaps from given other map

func (*KeyMaps) MapByName

func (km *KeyMaps) MapByName(name KeyMapName) (*KeyMap, int, bool)

MapByName returns a keymap and index by name -- returns false and emits a message to stdout if not found

func (*KeyMaps) OpenJSON

func (km *KeyMaps) OpenJSON(filename FileName) error

OpenJSON opens keymaps from a JSON-formatted file.

func (*KeyMaps) OpenPrefs

func (km *KeyMaps) OpenPrefs() error

OpenPrefs opens KeyMaps from GoGi standard prefs directory, using PrefsKeyMapsFileName

func (*KeyMaps) RevertToStd

func (km *KeyMaps) RevertToStd()

RevertToStd reverts this map to using the StdKeyMaps that are compiled into the program and have all the lastest key functions bound to standard values.

func (*KeyMaps) SaveJSON

func (km *KeyMaps) SaveJSON(filename FileName) error

SaveJSON saves keymaps to a JSON-formatted file.

func (*KeyMaps) SavePrefs

func (km *KeyMaps) SavePrefs() error

SavePrefs saves KeyMaps to GoGi standard prefs directory, using PrefsKeyMapsFileName

func (*KeyMaps) ViewStd

func (km *KeyMaps) ViewStd()

ViewStd shows the standard maps that are compiled into the program and have all the lastest key functions bound to standard values. Useful for comparing against custom maps.

type KeyMapsItem

type KeyMapsItem struct {
	Name string `width:"20" desc:"name of keymap"`
	Desc string `desc:"description of keymap -- good idea to include source it was derived from"`
	Map  KeyMap `` /* 127-byte string literal not displayed */
}

KeyMapsItem is an entry in a KeyMaps list

func (KeyMapsItem) Label

func (km KeyMapsItem) Label() string

Label satisfies the Labeler interface

type Label

type Label struct {
	WidgetBase
	Text        string                   `xml:"text" desc:"label to display"`
	Selectable  bool                     `` /* 146-byte string literal not displayed */
	Redrawable  bool                     `` /* 317-byte string literal not displayed */
	LinkSig     ki.Signal                `` /* 176-byte string literal not displayed */
	StateStyles [LabelStatesN]gist.Style `copy:"-" json:"-" xml:"-" desc:"styles for different states of label"`
	Render      girl.Text                `copy:"-" xml:"-" json:"-" desc:"render data for text label"`
	RenderPos   mat32.Vec2               `` /* 151-byte string literal not displayed */
	CurBgColor  gist.Color               `` /* 178-byte string literal not displayed */
}

Label is a widget for rendering text labels -- supports full widget model including box rendering, and full HTML styling, including links -- LinkSig emits link with data of URL -- opens default browser if nobody receiving signal. The default white-space option is 'pre' -- set to 'normal' or other options to get word-wrapping etc.

func AddNewLabel added in v0.9.7

func AddNewLabel(parent ki.Ki, name string, text string) *Label

AddNewLabel adds a new label to given parent node, with given name and text.

func (*Label) ConnectEvents2D

func (lb *Label) ConnectEvents2D()

func (*Label) CopyFieldsFrom added in v0.9.8

func (lb *Label) CopyFieldsFrom(frm interface{})

func (*Label) Disconnect added in v0.9.8

func (lb *Label) Disconnect()

func (*Label) GrabCurBgColor

func (lb *Label) GrabCurBgColor()

func (*Label) HoverEvent

func (lb *Label) HoverEvent()

func (*Label) LabelEvents

func (lb *Label) LabelEvents()

func (*Label) Layout2D

func (lb *Label) Layout2D(parBBox image.Rectangle, iter int) bool

func (*Label) LayoutLabel

func (lb *Label) LayoutLabel()

func (*Label) MouseEvent

func (lb *Label) MouseEvent()

func (*Label) MouseMoveEvent

func (lb *Label) MouseMoveEvent()
func (lb *Label) OpenLink(tl *girl.TextLink)

OpenLink opens given link, either by sending LinkSig signal if there are receivers, or by calling the TextLinkHandler if non-nil, or URLHandler if non-nil (which by default opens user's default browser via oswin/App.OpenURL())

func (*Label) Render2D

func (lb *Label) Render2D()

func (*Label) RenderLabel added in v1.0.5

func (lb *Label) RenderLabel()

func (*Label) SetStateStyle

func (lb *Label) SetStateStyle()

SetStateStyle sets the style based on the inactive, selected flags

func (*Label) SetText

func (lb *Label) SetText(txt string)

SetText sets the text and updates the rendered version. Note: if there is already a label set, and no other larger updates are taking place, the new label may just illegibly overlay on top of the old one. Set Redrawable = true to fix this issue (it will redraw the background -- sampling from actual if none is set).

func (*Label) Size2D

func (lb *Label) Size2D(iter int)

func (*Label) Style2D

func (lb *Label) Style2D()

func (*Label) StyleLabel

func (lb *Label) StyleLabel()

StyleLabel does label styling -- it sets the StyMu Lock

func (*Label) TextPos

func (lb *Label) TextPos() mat32.Vec2

type LabelStates

type LabelStates int32

LabelStates are mutually-exclusive label states -- determines appearance

const (
	// normal active state
	LabelActive LabelStates = iota

	// inactive -- font is dimmed
	LabelInactive

	// selected -- background is selected color
	LabelSelected

	// total number of button states
	LabelStatesN
)

func (*LabelStates) FromString

func (i *LabelStates) FromString(s string) error

func (LabelStates) MarshalJSON

func (ev LabelStates) MarshalJSON() ([]byte, error)

func (LabelStates) String

func (i LabelStates) String() string

func (*LabelStates) UnmarshalJSON

func (ev *LabelStates) UnmarshalJSON(b []byte) error

type Labeler

type Labeler interface {
	// Label returns a GUI-appropriate label for item
	Label() string
}

Labeler interface provides a GUI-appropriate label for an item, via a Label() string method. Use ToLabel converter to attempt to use this interface and then fall back on Stringer via kit.ToString conversion function.

type Layout

type Layout struct {
	WidgetBase
	Lay           Layouts             `xml:"lay" desc:"type of layout to use"`
	Spacing       units.Value         `xml:"spacing" desc:"extra space to add between elements in the layout"`
	StackTop      int                 `` /* 155-byte string literal not displayed */
	StackTopOnly  bool                `` /* 183-byte string literal not displayed */
	ChildSize     mat32.Vec2          `copy:"-" json:"-" xml:"-" desc:"total max size of children as laid out"`
	ExtraSize     mat32.Vec2          `copy:"-" json:"-" xml:"-" desc:"extra size in each dim due to scrollbars we add"`
	HasScroll     [2]bool             `copy:"-" json:"-" xml:"-" desc:"whether scrollbar is used for given dim"`
	Scrolls       [2]*ScrollBar       `copy:"-" json:"-" xml:"-" desc:"scroll bars -- we fully manage them as needed"`
	GridSize      image.Point         `copy:"-" json:"-" xml:"-" desc:"computed size of a grid layout based on all the constraints -- computed during Size2D pass"`
	GridData      [RowColN][]GridData `copy:"-" json:"-" xml:"-" desc:"grid data for rows in [0] and cols in [1]"`
	FlowBreaks    []int               `copy:"-" json:"-" xml:"-" desc:"line breaks for flow layout"`
	NeedsRedo     bool                `` /* 157-byte string literal not displayed */
	FocusName     string              `copy:"-" json:"-" xml:"-" desc:"accumulated name to search for when keys are typed"`
	FocusNameTime time.Time           `copy:"-" json:"-" xml:"-" desc:"time of last focus name event -- for timeout"`
	FocusNameLast ki.Ki               `copy:"-" json:"-" xml:"-" desc:"last element focused on -- used as a starting point if name is the same"`
	ScrollsOff    bool                `` /* 142-byte string literal not displayed */
	ScrollSig     ki.Signal           `` /* 211-byte string literal not displayed */
}

Layout is the primary node type responsible for organizing the sizes and positions of child widgets. All arbitrary collections of widgets should generally be contained within a layout -- otherwise the parent widget must take over responsibility for positioning. The alignment is NOT inherited by default so must be specified per child, except that the parent alignment is used within the relevant dimension (e.g., horizontal-align for a LayoutHoriz layout, to determine left, right, center, justified). Layouts can automatically add scrollbars depending on the Overflow layout style. For a Grid layout, the 'columns' property should generally be set to the desired number of columns, from which the number of rows is computed -- otherwise it uses the square root of number of elements.

var LayoutDefault Layout

LayoutDefault is default obj that can be used when property specifies "default"

func AddNewLayout added in v0.9.7

func AddNewLayout(parent ki.Ki, name string, layout Layouts) *Layout

AddNewLayout adds a new layout to given parent node, with given name and layout

func (*Layout) AsLayout2D

func (ly *Layout) AsLayout2D() *Layout

func (*Layout) AutoScroll

func (ly *Layout) AutoScroll(pos image.Point) bool

AutoScroll scrolls the layout based on mouse position, when appropriate (DND, menus)

func (*Layout) AutoScrollDim

func (ly *Layout) AutoScrollDim(dim mat32.Dims, st, pos int) bool

AutoScrollDim auto-scrolls along one dimension

func (*Layout) AvailSize

func (ly *Layout) AvailSize() mat32.Vec2

AvailSize returns the total size avail to this layout -- typically AllocSize except for top-level layout which uses VpBBox in case less is avail

func (*Layout) BBox2D

func (ly *Layout) BBox2D() image.Rectangle

func (*Layout) ChildWithFocus

func (ly *Layout) ChildWithFocus() (ki.Ki, int)

ChildWithFocus returns a direct child of this layout that either is the current window focus item, or contains that focus item (along with its index) -- nil, -1 if none.

func (*Layout) ChildrenBBox2D

func (ly *Layout) ChildrenBBox2D() image.Rectangle

func (*Layout) ChildrenUpdateSizes added in v0.9.15

func (ly *Layout) ChildrenUpdateSizes()

ChildrenUpdateSizes calls UpdateSizes on all children -- layout must at least call this

func (*Layout) ComputeBBox2D

func (ly *Layout) ComputeBBox2D(parBBox image.Rectangle, delta image.Point)

func (*Layout) ConnectEvents2D

func (ly *Layout) ConnectEvents2D()

func (*Layout) CopyFieldsFrom added in v0.9.8

func (ly *Layout) CopyFieldsFrom(frm interface{})

func (*Layout) DeactivateScroll

func (ly *Layout) DeactivateScroll(sc *ScrollBar)

DeactivateScroll turns off given scrollbar, without deleting, so it can be easily re-used

func (*Layout) DeleteScroll

func (ly *Layout) DeleteScroll(d mat32.Dims)

DeleteScroll deletes scrollbar along given dimesion. todo: we are leaking the scrollbars -- move into a container Field

func (*Layout) FinalizeLayout

func (ly *Layout) FinalizeLayout()

FinalizeLayout is final pass through children to finalize the layout, computing summary size stats

func (*Layout) FocusNextChild

func (ly *Layout) FocusNextChild(updn bool) bool

FocusNextChild attempts to move the focus into the next layout child (with wraparound to start) -- returns true if successful

func (*Layout) FocusOnName

func (ly *Layout) FocusOnName(kt *key.ChordEvent) bool

FocusOnName processes key events to look for an element starting with given name

func (*Layout) FocusPrevChild

func (ly *Layout) FocusPrevChild(updn bool) bool

FocusPrevChild attempts to move the focus into the previous layout child (with wraparound to end) -- returns true if successful

func (*Layout) HasAnyScroll

func (ly *Layout) HasAnyScroll() bool

HasAnyScroll returns true if layout has

func (*Layout) HasFocus2D

func (ly *Layout) HasFocus2D() bool

func (*Layout) Init2D

func (ly *Layout) Init2D()

func (*Layout) KeyChordEvent

func (ly *Layout) KeyChordEvent()

KeyChordEvent processes (lowpri) layout key events

func (*Layout) Layout2D

func (ly *Layout) Layout2D(parBBox image.Rectangle, iter int) bool

func (*Layout) Layout2DChildren added in v1.2.14

func (ly *Layout) Layout2DChildren(iter int) bool

func (*Layout) LayoutKeys

func (ly *Layout) LayoutKeys(kt *key.ChordEvent)

LayoutKeys is key processing for layouts -- focus name and arrow keys

func (*Layout) LayoutScrollEvents

func (ly *Layout) LayoutScrollEvents()

LayoutScrollEvents registers scrolling-related mouse events processed by Layout -- most subclasses of Layout will want these..

func (*Layout) LayoutScrolls

func (ly *Layout) LayoutScrolls()

LayoutScrolls arranges scrollbars

func (*Layout) ManageOverflow

func (ly *Layout) ManageOverflow()

ManageOverflow processes any overflow according to overflow settings.

func (*Layout) Move2D

func (ly *Layout) Move2D(delta image.Point, parBBox image.Rectangle)

func (*Layout) Move2DChildren

func (ly *Layout) Move2DChildren(delta image.Point)

func (*Layout) Move2DDelta

func (ly *Layout) Move2DDelta(delta image.Point) image.Point

we add our own offset here

func (*Layout) Move2DScrolls

func (ly *Layout) Move2DScrolls(delta image.Point, parBBox image.Rectangle)

Move2DScrolls moves scrollbars based on scrolling taking place in parent layouts -- critical to call this BEFORE we add our own delta, which is generated from these very same scrollbars.

func (*Layout) ReRenderScrolls

func (ly *Layout) ReRenderScrolls()

ReRenderScrolls re-draws the scrollbars de-novo -- can be called ad-hoc by others

func (*Layout) Render2D

func (ly *Layout) Render2D()

func (*Layout) Render2DChildren

func (ly *Layout) Render2DChildren()

render the children

func (*Layout) RenderScrolls

func (ly *Layout) RenderScrolls()

RenderScrolls draws the scrollbars

func (*Layout) ScrollActionDelta added in v0.9.11

func (ly *Layout) ScrollActionDelta(dim mat32.Dims, delta float32)

ScrollActionDelta moves the scrollbar in given dimension by given delta and emits a ScrollSig signal.

func (*Layout) ScrollActionPos added in v0.9.11

func (ly *Layout) ScrollActionPos(dim mat32.Dims, pos float32)

ScrollActionPos moves the scrollbar in given dimension to given position and emits a ScrollSig signal.

func (*Layout) ScrollDelta

func (ly *Layout) ScrollDelta(me *mouse.ScrollEvent)

ScrollDelta processes a scroll event. If only one dimension is processed, and there is a non-zero in other, then the consumed dimension is reset to 0 and the event is left unprocessed, so a higher level can consume the remainder.

func (*Layout) ScrollDimToCenter

func (ly *Layout) ScrollDimToCenter(dim mat32.Dims, pos int) bool

ScrollDimToCenter scrolls to put the given child coordinate position (eg., middle of a view box) at the center of our scroll area, to the extent possible -- returns true if scrolling was needed.

func (*Layout) ScrollDimToEnd

func (ly *Layout) ScrollDimToEnd(dim mat32.Dims, pos int) bool

ScrollDimToEnd scrolls to put the given child coordinate position (eg., bottom / right of a view box) at the end (bottom / right) of our scroll area, to the extent possible -- returns true if scrolling was needed.

func (*Layout) ScrollDimToStart

func (ly *Layout) ScrollDimToStart(dim mat32.Dims, pos int) bool

ScrollDimToStart scrolls to put the given child coordinate position (eg., top / left of a view box) at the start (top / left) of our scroll area, to the extent possible -- returns true if scrolling was needed.

func (*Layout) ScrollToBox

func (ly *Layout) ScrollToBox(box image.Rectangle) bool

ScrollToBox scrolls the layout to ensure that given rect box is in view -- returns true if scrolling was needed

func (*Layout) ScrollToBoxDim

func (ly *Layout) ScrollToBoxDim(dim mat32.Dims, minBox, maxBox int) bool

ScrollToBoxDim scrolls to ensure that given rect box along one dimension is in view -- returns true if scrolling was needed

func (*Layout) ScrollToItem

func (ly *Layout) ScrollToItem(ni Node2D) bool

ScrollToItem scrolls the layout to ensure that given item is in view -- returns true if scrolling was needed

func (*Layout) ScrollToPos added in v0.9.11

func (ly *Layout) ScrollToPos(dim mat32.Dims, pos float32)

ScrollToPos moves the scrollbar in given dimension to given position and DOES NOT emit a ScrollSig signal.

func (*Layout) SetScroll

func (ly *Layout) SetScroll(d mat32.Dims)

SetScroll sets a scrollbar along given dimension

func (*Layout) SetScrollsOff

func (ly *Layout) SetScrollsOff()

SetScrollsOff turns off the scrolls -- e.g., when layout is not visible

func (*Layout) Size2D

func (ly *Layout) Size2D(iter int)

func (*Layout) Style2D

func (ly *Layout) Style2D()

func (*Layout) StyleFromProps added in v0.9.8

func (ly *Layout) StyleFromProps(props ki.Props, vp *Viewport2D)

StyleFromProps styles Layout-specific fields from ki.Prop properties doesn't support inherit or default

func (*Layout) StyleLayout

func (ly *Layout) StyleLayout()

StyleLayout does layout styling -- it sets the StyMu Lock

func (*Layout) StyleToDots added in v0.9.8

func (ly *Layout) StyleToDots(uc *units.Context)

ToDots runs ToDots on unit values, to compile down to raw pixels

type LayoutAllocs added in v0.9.16

type LayoutAllocs struct {
	Size     mat32.Vec2 `` /* 170-byte string literal not displayed */
	Pos      mat32.Vec2 `desc:"position of this item, computed by adding in the PosRel to parent position"`
	PosRel   mat32.Vec2 `desc:"allocated relative position of this item, computed by the parent layout"`
	SizeOrig mat32.Vec2 `` /* 209-byte string literal not displayed */
	PosOrig  mat32.Vec2 `` /* 134-byte string literal not displayed */
}

LayoutAllocs contains all the the layout allocations: size, position. These are set by the parent Layout during the Layout process.

func (*LayoutAllocs) Reset added in v0.9.16

func (la *LayoutAllocs) Reset()

Reset is called at start of layout process -- resets all values back to 0

type LayoutState added in v0.9.16

type LayoutState struct {
	Size  gist.SizePrefs `` /* 151-byte string literal not displayed */
	Alloc LayoutAllocs   `desc:"allocated size and position -- set by parent Layout"`
}

LayoutState contains all the state needed to specify the layout of an item within a Layout. Is initialized with computed values of style prefs.

func (*LayoutState) Defaults added in v0.9.16

func (ld *LayoutState) Defaults()

func (*LayoutState) Reset added in v0.9.16

func (ld *LayoutState) Reset()

Reset is called at start of layout process -- resets all values back to 0

func (*LayoutState) SetFromStyle added in v0.9.16

func (ld *LayoutState) SetFromStyle(ls *gist.Layout)

func (*LayoutState) SizePrefOrMax added in v0.9.16

func (ld *LayoutState) SizePrefOrMax() mat32.Vec2

SizePrefOrMax returns the pref size if non-zero, else the max-size -- use for style-based constraints during initial sizing (e.g., word wrapping)

func (*LayoutState) UpdateSizes added in v0.9.16

func (ld *LayoutState) UpdateSizes()

UpdateSizes updates our sizes based on AllocSize and Max constraints, etc

type Layouts

type Layouts int32

Layouts are the different types of layouts

const (
	// LayoutHoriz arranges items horizontally across a row
	LayoutHoriz Layouts = iota

	// LayoutVert arranges items vertically in a column
	LayoutVert

	// LayoutGrid arranges items according to a regular grid
	LayoutGrid

	// LayoutHorizFlow arranges items horizontally across a row, overflowing
	// vertically as needed.  Ballpark target width or height props should be set
	// to generate initial first-pass sizing estimates.
	LayoutHorizFlow

	// LayoutVertFlow arranges items vertically within a column, overflowing
	// horizontally as needed.  Ballpark target width or height props should be set
	// to generate initial first-pass sizing estimates.
	LayoutVertFlow

	// LayoutStacked arranges items stacked on top of each other -- Top index
	// indicates which to show -- overall size accommodates largest in each
	// dimension
	LayoutStacked

	// LayoutNil is a nil layout -- doesn't do anything -- for cases when a
	// parent wants to take over the job of the layout
	LayoutNil

	LayoutsN
)

func (*Layouts) FromString

func (i *Layouts) FromString(s string) error

func (Layouts) MarshalJSON

func (ev Layouts) MarshalJSON() ([]byte, error)

func (Layouts) String

func (i Layouts) String() string

func (*Layouts) UnmarshalJSON

func (ev *Layouts) UnmarshalJSON(b []byte) error

type MakeMenuFunc

type MakeMenuFunc func(obj ki.Ki, m *Menu)

MakeMenuFunc is a callback for making a menu on demand, receives the object calling this function (typically an Action or Button) and the menu

type Menu ki.Slice

Menu is a slice list of Node2D actions, which can contain sub-actions (though it can contain anything -- it is just added to a column layout and displayed in a popup) -- don't use stretchy sizes in general for these items!

func (m *Menu) AddAction(opts ActOpts, sigTo ki.Ki, fun ki.RecvFunc) *Action

AddAction adds an action to the menu using given options, and connects the action signal to given receiver object and function, along with given data which is stored on the action and then passed in the action signal. Optional updateFunc is a function called prior to showing the menu to update the actions (enabled or not typically).

func (m *Menu) AddAppMenu(win *Window)

AddAppMenu adds an "app" menu to the menu -- calls AddStdAppMenu and then CustomAppMenuFunc if non-nil

func (m *Menu) AddCopyCutPaste(win *Window)

AddCopyCutPaste adds a Copy, Cut, Paste actions that just emit the corresponding keyboard shortcut. Paste is automatically enabled by clipboard having something in it.

func (m *Menu) AddCopyCutPasteDupe(win *Window)

AddCopyCutPasteDupe adds a Copy, Cut, Paste, and Duplicate actions that just emit the corresponding keyboard shortcut. Paste is automatically enabled by clipboard having something in it.

func (m *Menu) AddLabel(lbl string) *Label

AddLabel adds a label to the menu

func (m *Menu) AddSeparator(name string) *Separator

AddSeparator adds a separator at the next point in the menu (name is just internal label of element, defaults to 'sep' if empty)

func (m *Menu) AddStdAppMenu(win *Window)

AddStdAppMenu adds a standard set of menu items for application-level control.

func (m *Menu) AddWindowsMenu(win *Window)

AddWindowsMenu adds menu items for current main and dialog windows. must be called under WindowGlobalMu mutex lock!

func (m *Menu) CopyFrom(men *Menu)
func (m *Menu) DeleteShortcuts(win *Window)

DeleteShortcuts deletes the shortcuts in given window

func (m *Menu) FindActionByName(name string) (*Action, bool)

FindActionByName finds an action on the menu, or any sub-menu, with given name (exact match) -- this is not the Text label but the Name of the element (for AddAction items, this is the same as Label or Icon (if Label is empty)) -- returns false if not found

func (m *Menu) InsertActionAfter(after string, opts ActOpts, sigTo ki.Ki, fun ki.RecvFunc) *Action

InsertActionAfter adds an action to the menu after existing item of given name, using given options, and connects the action signal to given receiver object and function, along with given data which is stored on the action and then passed in the action signal. Optional updateFunc is a function called prior to showing the menu to update the actions (enabled or not typically). If name not found, adds to end of list..

func (m *Menu) InsertActionBefore(before string, opts ActOpts, sigTo ki.Ki, fun ki.RecvFunc) *Action

InsertActionBefore adds an action to the menu before existing item of given name, using given options, and connects the action signal to given receiver object and function, along with given data which is stored on the action and then passed in the action signal. Optional updateFunc is a function called prior to showing the menu to update the actions (enabled or not typically). If name not found, adds to end of list..

func (m Menu) MarshalJSON() ([]byte, error)
func (m *Menu) SetAction(ac *Action, opts ActOpts, sigTo ki.Ki, fun ki.RecvFunc)

SetAction sets properties of given action

func (m *Menu) SetShortcuts(win *Window)

SetShortcuts sets the shortcuts to given window -- call when the menu has been attached to a window

func (m *Menu) UnmarshalJSON(b []byte) error
func (m *Menu) UpdateActions()

UpdateActions calls update function on all the actions in the menu, and any of their sub-actions

type MenuBar struct {
	Layout
	MainMenu    bool               `desc:"is this the main menu bar for a window?  controls whether displayed on macOS"`
	OSMainMenus map[string]*Action `json:"-" xml:"-" desc:"map of main menu items for callback from OS main menu (MacOS specific)"`
}

MenuBar is a Layout (typically LayoutHoriz) that renders a gradient background and has convenience methods for adding menus.

func AddNewMenuBar added in v0.9.7

func AddNewMenuBar(parent ki.Ki, name string) *MenuBar

AddNewMenuBar adds a new menubar to given parent node, with given name.

func (mb *MenuBar) ConfigMenus(menus []string)

ConfigMenus configures Action items as children of MenuBar with the given names, which function as the main menu panels for the menu bar (File, Edit, etc). Access the resulting menus as .ChildByName("name").(*Action).

func (mb *MenuBar) CopyFieldsFrom(frm interface{})
func (mb *MenuBar) DeleteShortcuts()

DeleteShortcuts deletes the shortcuts -- called when destroyed

func (mb *MenuBar) Destroy()
func (m *MenuBar) FindActionByName(name string) (*Action, bool)

FindActionByName finds an action on the menu, or any sub-menu, with given name (exact match) -- this is not the Text label but the Name of the element (for AddAction items, this is the same as Label or Icon (if Label is empty)) -- returns false if not found

func (mb *MenuBar) Layout2D(parBBox image.Rectangle, iter int) bool
func (mb *MenuBar) MainMenuUpdateActives(win *Window)

MainMenuUpdateActives updates the active state of all menu items, based on active state of corresponding Actions (action self-update functions are called via UpdateActions) -- can be called by method of same name on Window.

func (mb *MenuBar) MenuBarStdRender()

MenuBarStdRender does the standard rendering of the bar

func (mb *MenuBar) Render2D()
func (mb *MenuBar) SetMainMenu(win *Window)

SetMainMenu sets this menu as the current OS-specific, separate main menu for given window -- only should be called in window.Focus event. Does nothing if menu is empty.

func (mb *MenuBar) SetMainMenuSub(osmm oswin.MainMenu, subm oswin.Menu, am *Action)

SetMainMenuSub iterates over sub-menus, adding items to overall main menu.

func (mb *MenuBar) SetShortcuts()

SetShortcuts sets the shortcuts to window associated with Toolbar Called in ConnectEvents2D()

func (mb *MenuBar) ShowMenuBar() bool
func (mb *MenuBar) Size2D(iter int)
func (mb *MenuBar) UpdateActions()

UpdateActions calls UpdateFunc on all actions in menu -- individual menus are automatically updated just prior to menu popup

func (mb *MenuBar) UpdateMainMenu(win *Window)

UpdateMainMenu updates the OS-specific, separate main menu of given window based on this MenuBar -- called by Window.MainMenuUpdated.

type MenuButton struct {
	ButtonBase
}

func AddNewMenuButton added in v0.9.7

func AddNewMenuButton(parent ki.Ki, name string) *MenuButton

AddNewMenuButton adds a new button to given parent node, with given name.

func (mb *MenuButton) ConfigParts()
func (mb *MenuButton) CopyFieldsFrom(frm interface{})

type MetaData2D

type MetaData2D struct {
	Node2DBase
	MetaData string
}

MetaData2D is used for holding meta data info

func (*MetaData2D) CopyFieldsFrom added in v0.9.8

func (g *MetaData2D) CopyFieldsFrom(frm interface{})

type Node added in v0.9.9

type Node interface {
	// nodes are Ki elements -- this comes for free by embedding ki.Node in NodeBase
	ki.Ki

	// AsGiNode returns a generic gi.NodeBase for our node -- gives generic
	// access to all the base-level data structures without requiring
	// interface methods.
	AsGiNode() *NodeBase
}

Node is the interface for all GoGi nodes (2D and 3D), for accessing as NodeBase

type Node2D

type Node2D interface {
	Node

	// AsNode2D returns a generic Node2DBase for our node -- gives generic
	// access to all the base-level data structures without requiring
	// interface methods.
	AsNode2D() *Node2DBase

	// AsViewport2D returns Viewport2D if this node is one (has its own
	// bitmap, used for menus, dialogs, icons, etc), else nil.
	AsViewport2D() *Viewport2D

	// AsLayout2D returns Layout if this is a Layout-derived node, else nil
	AsLayout2D() *Layout

	// AsWidget returns WidgetBase if this is a WidgetBase-derived node, else nil.
	AsWidget() *WidgetBase

	// Init2D initializes a node -- grabs active Viewport etc -- must call
	// InitNodeBase as first step set basic inits including setting Viewport
	// -- all code here must be robust to being called repeatedly.
	Init2D()

	// Style2D: In a MeFirst downward pass, all properties are cached out in
	// an inherited manner, and incorporating any css styles, into either the
	// Paint or Style object for each Node, depending on the type of node (SVG
	// does Paint, Widget does Style).  Only done once after structural
	// changes -- styles are not for dynamic changes.
	Style2D()

	// Size2D: MeLast downward pass, each node first calls
	// g.Layout.Reset(), then sets their LayoutSize according to their own
	// intrinsic size parameters, and/or those of its children if it is a
	// Layout.
	Size2D(iter int)

	// Layout2D: MeFirst downward pass (each node calls on its children at
	// appropriate point) with relevant parent BBox that the children are
	// constrained to render within -- they then intersect this BBox with
	// their own BBox (from BBox2D) -- typically just call Layout2DBase for
	// default behavior -- and add parent position to AllocPos, and then
	// return call to Layout2DChildren. Layout does all its sizing and
	// positioning of children in this pass, based on the Size2D data gathered
	// bottom-up and constraints applied top-down from higher levels.
	// Typically only a single iteration is required (iter = 0) but multiple
	// are supported (needed for word-wrapped text or flow layouts) -- return
	// = true indicates another iteration required (pass this up the chain).
	Layout2D(parBBox image.Rectangle, iter int) bool

	// Move2D: optional MeFirst downward pass to move all elements by given
	// delta -- used for scrolling -- the layout pass assigns canonical
	// positions, saved in AllocPosOrig and BBox, and this adds the given
	// delta to that AllocPosOrig -- each node must call ComputeBBox2D to
	// update its bounding box information given the new position.
	Move2D(delta image.Point, parBBox image.Rectangle)

	// BBox2D: compute the raw bounding box of this node relative to its
	// parent viewport -- called during Layout2D to set node BBox field, which
	// is then used in setting WinBBox and VpBBox.
	BBox2D() image.Rectangle

	// Compute VpBBox and WinBBox from BBox, given parent VpBBox -- most nodes
	// call ComputeBBox2DBase but viewports require special code -- called
	// during Layout and Move.
	ComputeBBox2D(parBBox image.Rectangle, delta image.Point)

	// ChildrenBBox2D: compute the bbox available to my children (content),
	// adjusting for margins, border, padding (BoxSpace) taken up by me --
	// operates on the existing VpBBox for this node -- this is what is passed
	// down as parBBox do the children's Layout2D.
	ChildrenBBox2D() image.Rectangle

	// Render2D: Final rendering pass, each node is fully responsible for
	// calling Render2D on its own children, to provide maximum flexibility
	// (see Render2DChildren for default impl) -- bracket the render calls in
	// PushBounds / PopBounds and a false from PushBounds indicates that
	// VpBBox is empty and no rendering should occur.  Typically call
	// ConnectEvents2D to set up connections to receive window events if
	// visible, and disconnect if not.
	Render2D()

	// ConnectEvents2D: setup connections to window events -- called in
	// Render2D if in bounds.  It can be useful to create modular methods for
	// different event types that can then be mix-and-matched in any more
	// specialized types.
	ConnectEvents2D()

	// FocusChanged2D is called on node for changes in focus -- see the
	// FocusChanges values.
	FocusChanged2D(change FocusChanges)

	// HasFocus2D returns true if this node has keyboard focus and should
	// receive keyboard events -- typically this just returns HasFocus based
	// on the Window-managed HasFocus flag, but some types may want to monitor
	// all keyboard activity for certain key keys..
	HasFocus2D() bool

	// FindNamedElement searches for given named element in this node or in
	// parent nodes.  Used for url(#name) references.
	FindNamedElement(name string) Node2D

	// MakeContextMenu creates the context menu items (typically Action
	// elements, but it can be anything) for a given widget, typically
	// activated by the right mouse button or equivalent.  Widget has a
	// function parameter that can be set to add context items (e.g., by Views
	// or other complex widgets) to extend functionality.
	MakeContextMenu(menu *Menu)

	// ContextMenuPos returns the default position for popup menus --
	// by default in the middle of the WinBBox, but can be adapted as
	// appropriate for different widgets.
	ContextMenuPos() image.Point

	// ContextMenu displays the context menu of various actions to perform on
	// a node -- returns immediately, and actions are all executed directly
	// (later) via the action signals.  Calls MakeContextMenu and
	// ContextMenuPos.
	ContextMenu()

	// IsVisible provides the definitive answer as to whether a given node
	// is currently visible.  It is only entirely valid after a render pass
	// for widgets in a visible window, but it checks the window and viewport
	// for their visibility status as well, which is available always.
	// This does *not* check for VpBBox level visibility, which is a further check.
	// Non-visible nodes are automatically not rendered and not connected to
	// window events.  The Invisible flag is one key element of the IsVisible
	// calculus -- it is set by e.g., TabView for invisible tabs, and is also
	// set if a widget is entirely out of render range.  But again, use
	// IsVisible as the main end-user method.
	// For robustness, it recursively calls the parent -- this is typically
	// a short path -- propagating the Invisible flag properly can be
	// very challenging without mistakenly overwriting invisibility at various
	// levels.
	IsVisible() bool

	// IsDirectWinUpload returns true if this is a node that does a direct window upload
	// e.g., for gi3d.Scene which renders directly to the window texture for maximum efficiency
	IsDirectWinUpload() bool

	// DirectWinUpload does a direct upload of contents to a window
	// Drawer compositing image, which will then be used for drawing
	// the window during a Publish() event (triggered by the window Update
	// event).  This is called by the viewport in its Update signal processing
	// routine on nodes that respond true to IsDirectWinUpload().
	// The node is also free to update itself of its own accord at any point.
	DirectWinUpload()
}

Node2D is the interface for all 2D nodes -- defines the stages of building and rendering the 2D scenegraph

type Node2DBase

type Node2DBase struct {
	NodeBase
	Viewport *Viewport2D `` /* 170-byte string literal not displayed */
}

Base struct node for 2D rendering tree -- renders to a bitmap using Paint rendering functions operating on the girl.State in the parent Viewport

For Widget / Layout nodes, rendering is done in 5 separate passes:

  1. Init2D: In a MeFirst downward pass, Viewport pointer is set, styles are initialized, and any other widget-specific init is done.

  2. Style2D: In a MeFirst downward pass, all properties are cached out in an inherited manner, and incorporating any css styles, into either the Paint (SVG) or Style (Widget) object for each Node. Only done once after structural changes -- styles are not for dynamic changes.

  3. Size2D: MeLast downward pass, each node first calls g.Layout.Reset(), then sets their LayoutSize according to their own intrinsic size parameters, and/or those of its children if it is a Layout.

  4. Layout2D: MeFirst downward pass (each node calls on its children at appropriate point) with relevant parent BBox that the children are constrained to render within -- they then intersect this BBox with their own BBox (from BBox2D) -- typically just call Layout2DBase for default behavior -- and add parent position to AllocPos. Layout does all its sizing and positioning of children in this pass, based on the Size2D data gathered bottom-up and constraints applied top-down from higher levels. Typically only a single iteration is required but multiple are supported (needed for word-wrapped text or flow layouts).

  5. Render2D: Final rendering pass, each node is fully responsible for rendering its own children, to provide maximum flexibility (see Render2DChildren) -- bracket the render calls in PushBounds / PopBounds and a false from PushBounds indicates that VpBBox is empty and no rendering should occur. Nodes typically connect / disconnect to receive events from the window based on this visibility here.

    * Move2D: optional pass invoked by scrollbars to move elements relative to their previously-assigned positions.

    * SVG nodes skip the Size and Layout passes, and render directly into parent SVG viewport

func KiToNode2DBase

func KiToNode2DBase(k ki.Ki) *Node2DBase

KiToNode2DBase converts Ki to a *Node2DBase -- use when known to be at least of this type, not-nil, etc

func (*Node2DBase) AsLayout2D

func (nb *Node2DBase) AsLayout2D() *Layout

func (*Node2DBase) AsNode2D

func (nb *Node2DBase) AsNode2D() *Node2DBase

func (*Node2DBase) AsViewport2D

func (nb *Node2DBase) AsViewport2D() *Viewport2D

func (*Node2DBase) AsWidget

func (nb *Node2DBase) AsWidget() *WidgetBase

func (*Node2DBase) BBox2D

func (nb *Node2DBase) BBox2D() image.Rectangle

func (*Node2DBase) BBoxReport

func (nb *Node2DBase) BBoxReport() string

BBoxReport reports on all the bboxes for everything in the tree

func (*Node2DBase) BaseIface added in v0.9.4

func (n *Node2DBase) BaseIface() reflect.Type

func (*Node2DBase) ChildrenBBox2D

func (nb *Node2DBase) ChildrenBBox2D() image.Rectangle

func (*Node2DBase) ComputeBBox2D

func (nb *Node2DBase) ComputeBBox2D(parBBox image.Rectangle, delta image.Point)

func (*Node2DBase) ComputeBBox2DBase

func (nb *Node2DBase) ComputeBBox2DBase(parBBox image.Rectangle, delta image.Point)

ComputeBBox2DBase -- computes the VpBBox and WinBBox from BBox, with whatever delta may be in effect

func (*Node2DBase) ConnectEvent

func (nb *Node2DBase) ConnectEvent(et oswin.EventType, pri EventPris, fun ki.RecvFunc)

ConnectEvent connects this node to receive a given type of GUI event signal from the parent window -- typically connect only visible nodes, and disconnect when not visible

func (*Node2DBase) ConnectEvents2D

func (nb *Node2DBase) ConnectEvents2D()

func (*Node2DBase) ConnectToViewport

func (nb *Node2DBase) ConnectToViewport()

ConnectToViewport connects the node's update signal to the viewport as a receiver, so that when the node is updated, it triggers the viewport to re-render it -- this is automatically called in PushBounds, and disconnected with DisconnectAllEvents, so it only occurs for rendered nodes.

func (*Node2DBase) ContainsFocus

func (nb *Node2DBase) ContainsFocus() bool

ContainsFocus returns true if this widget contains the current focus widget as maintained in the Window

func (*Node2DBase) ContextMenu

func (nb *Node2DBase) ContextMenu()

func (*Node2DBase) ContextMenuPos

func (nb *Node2DBase) ContextMenuPos() (pos image.Point)

func (*Node2DBase) CopyFieldsFrom added in v0.9.8

func (nb *Node2DBase) CopyFieldsFrom(frm interface{})

func (*Node2DBase) DirectWinUpload added in v0.9.8

func (nb *Node2DBase) DirectWinUpload()

func (*Node2DBase) DisconnectAllEvents

func (nb *Node2DBase) DisconnectAllEvents(pri EventPris)

DisconnectAllEvents disconnects node from all window events -- typically disconnect when not visible -- pri is priority -- pass AllPris for all priorities. This goes down the entire tree from this node on down, as typically everything under will not get an explicit disconnect call because no further updating will happen

func (*Node2DBase) DisconnectEvent

func (nb *Node2DBase) DisconnectEvent(et oswin.EventType, pri EventPris)

DisconnectEvent disconnects this receiver from receiving given event type -- pri is priority -- pass AllPris for all priorities -- see also DisconnectAllEvents

func (*Node2DBase) DisconnectViewport added in v0.9.8

func (nb *Node2DBase) DisconnectViewport()

DisconnectViewport disconnects the node's update signal to the viewport as a receiver

func (*Node2DBase) EventMgr2D added in v0.9.11

func (nb *Node2DBase) EventMgr2D() *EventMgr

EventMgr2D() returns the event manager for this node. Can be nil.

func (*Node2DBase) FindNamedElement

func (nb *Node2DBase) FindNamedElement(name string) Node2D

func (*Node2DBase) FocusChanged2D

func (nb *Node2DBase) FocusChanged2D(change FocusChanges)

func (*Node2DBase) FocusNext

func (nb *Node2DBase) FocusNext()

FocusNext moves the focus onto the next item

func (*Node2DBase) FocusPrev

func (nb *Node2DBase) FocusPrev()

FocusPrev moves the focus onto the previous item

func (*Node2DBase) FullInit2DTree added in v0.9.8

func (nb *Node2DBase) FullInit2DTree()

FullInit2DTree does a full reinitialization of the tree *below this node* this should be called whenever the tree is dynamically updated and new nodes are added below a given node -- e.g., loading a new SVG graph etc. prepares everything to be rendered as usual.

func (*Node2DBase) FullRender2DTree

func (nb *Node2DBase) FullRender2DTree()

FullRender2DTree does a full render of the tree

func (*Node2DBase) GrabFocus

func (nb *Node2DBase) GrabFocus()

GrabFocus grabs the keyboard input focus on this item or the first item within it that can be focused (if none, then goes ahead and sets focus to this object)

func (*Node2DBase) HasFocus2D

func (nb *Node2DBase) HasFocus2D() bool

func (*Node2DBase) Init2D

func (nb *Node2DBase) Init2D()

func (*Node2DBase) Init2DTree

func (nb *Node2DBase) Init2DTree()

Init2DTree initializes scene graph tree from node it is called on -- only needs to be done once but must be robust to repeated calls -- use a flag if necessary -- needed after structural updates to ensure all nodes are updated

func (*Node2DBase) IsDirectWinUpload added in v0.9.8

func (nb *Node2DBase) IsDirectWinUpload() bool

func (*Node2DBase) IsVisible

func (nb *Node2DBase) IsVisible() bool

func (*Node2DBase) Layout2D

func (nb *Node2DBase) Layout2D(parBBox image.Rectangle, iter int) bool

func (*Node2DBase) Layout2DChildren

func (nb *Node2DBase) Layout2DChildren(iter int) bool

Layout2DChildren does layout on all of node's children, giving them the ChildrenBBox2D -- default call at end of Layout2D. Passes along whether any of the children need a re-layout -- typically Layout2D just returns this.

func (*Node2DBase) Layout2DTree

func (nb *Node2DBase) Layout2DTree()

Layout2DTree does layout pass -- each node iterates over children for maximum control -- this starts with parent VpBBox -- can be called de novo. Handles multiple iterations if needed.

func (*Node2DBase) MakeContextMenu

func (nb *Node2DBase) MakeContextMenu(m *Menu)

func (*Node2DBase) Move2D

func (nb *Node2DBase) Move2D(delta image.Point, parBBox image.Rectangle)

func (*Node2DBase) Move2DChildren

func (nb *Node2DBase) Move2DChildren(delta image.Point)

Move2DChildren moves all of node's children, giving them the ChildrenBBox2D -- default call at end of Move2D

func (*Node2DBase) NeedsFullReRender2DTree added in v0.9.15

func (nb *Node2DBase) NeedsFullReRender2DTree() bool

NeedsFullReRender2DTree checks the entire tree below this node for any that have NeedsFullReRender flag set.

func (*Node2DBase) ParentLayout

func (nb *Node2DBase) ParentLayout() *Layout

ParentLayout returns the parent layout

func (*Node2DBase) ParentPaint

func (nb *Node2DBase) ParentPaint() *gist.Paint

ParentPaint returns the Paint from parent, if available

func (*Node2DBase) ParentReRenderAnchor

func (nb *Node2DBase) ParentReRenderAnchor() Node2D

ParentReRenderAnchor returns parent (including this node) that is a ReRenderAnchor -- for optimized re-rendering

func (*Node2DBase) ParentScrollLayout

func (nb *Node2DBase) ParentScrollLayout() *Layout

ParentScrollLayout returns the parent layout that has active scrollbars

func (*Node2DBase) ParentStyle

func (nb *Node2DBase) ParentStyle() *gist.Style

ParentStyle returns parent's style or nil if not avail. Calls StyleRLock so must call ParentStyleRUnlock when done.

func (*Node2DBase) ParentStyleRUnlock added in v1.0.5

func (nb *Node2DBase) ParentStyleRUnlock()

ParentStyleRUnlock unlocks the parent's style

func (*Node2DBase) ParentViewport

func (nb *Node2DBase) ParentViewport() *Viewport2D

ParentViewport returns the parent viewport -- uses AsViewport2D() method on Node2D interface

func (*Node2DBase) ParentWindow

func (nb *Node2DBase) ParentWindow() *Window

ParentWindow returns the parent window for this node

func (*Node2DBase) PropTag

func (nb *Node2DBase) PropTag() string

func (*Node2DBase) Render added in v1.0.5

func (nb *Node2DBase) Render() *girl.State

Render returns the girl.State from this node's Viewport, using safe lock access

func (*Node2DBase) Render2D

func (nb *Node2DBase) Render2D()

func (*Node2DBase) Render2DChildren

func (nb *Node2DBase) Render2DChildren()

Render2DChildren renders all of node's children -- default call at end of Render2D()

func (*Node2DBase) Render2DTree

func (nb *Node2DBase) Render2DTree()

Render2DTree just calls on parent node and it takes full responsibility for managing the children -- this allows maximum flexibility for order etc of rendering

func (*Node2DBase) ScrollToMe

func (nb *Node2DBase) ScrollToMe() bool

ScrollToMe tells my parent layout (that has scroll bars) to scroll to keep this widget in view -- returns true if scrolled

func (*Node2DBase) SetFixedHeight added in v0.9.10

func (nb *Node2DBase) SetFixedHeight(val units.Value)

SetFixedHeight sets all height options (height, min-height, max-height) to a fixed height value

func (*Node2DBase) SetFixedWidth added in v0.9.10

func (nb *Node2DBase) SetFixedWidth(val units.Value)

SetFixedWidth sets all width options (width, min-width, max-width) to a fixed width value

func (*Node2DBase) SetMinPrefHeight added in v0.9.10

func (nb *Node2DBase) SetMinPrefHeight(val units.Value)

SetMinPrefHeight sets minimum and preferred height -- will get at least this amount -- max unspecified

func (*Node2DBase) SetMinPrefWidth added in v0.9.10

func (nb *Node2DBase) SetMinPrefWidth(val units.Value)

SetMinPrefWidth sets minimum and preferred width -- will get at least this amount -- max unspecified

func (*Node2DBase) SetStretchMax added in v0.9.10

func (nb *Node2DBase) SetStretchMax()

SetStretchMax sets stretchy max width and height (-1) -- can grow to take up avail room

func (*Node2DBase) SetStretchMaxHeight added in v0.9.10

func (nb *Node2DBase) SetStretchMaxHeight()

SetStretchMaxHeight sets stretchy max height (-1) -- can grow to take up avail room

func (*Node2DBase) SetStretchMaxWidth added in v0.9.10

func (nb *Node2DBase) SetStretchMaxWidth()

SetStretchMaxWidth sets stretchy max width (-1) -- can grow to take up avail room

func (*Node2DBase) SetWinBBox

func (nb *Node2DBase) SetWinBBox()

set our window-level BBox from vp and our bbox

func (*Node2DBase) Size2D

func (nb *Node2DBase) Size2D(iter int)

func (*Node2DBase) Size2DTree

func (nb *Node2DBase) Size2DTree(iter int)

Size2DTree does the sizing as a depth-first pass

func (*Node2DBase) StartFocus

func (nb *Node2DBase) StartFocus()

StartFocus specifies this widget to give focus to when the window opens

func (*Node2DBase) Style2D

func (nb *Node2DBase) Style2D()

func (*Node2DBase) Style2DTree

func (nb *Node2DBase) Style2DTree()

Style2DTree styles scene graph tree from node it is called on -- only needs to be done after a structural update in case inherited options changed

func (*Node2DBase) TopNode2D added in v0.9.11

func (nb *Node2DBase) TopNode2D() Node

TopNode2D() returns the top-level node of the 2D tree, which can be either a Window or a Viewport typically. This is used for UpdateStart / End around multiple dispersed updates to properly batch everything and prevent redundant updates.

func (*Node2DBase) TopUpdateEnd added in v0.9.11

func (nb *Node2DBase) TopUpdateEnd(updt bool)

TopUpdateEnd calls UpdateEnd on TopNode2D(). Use this for TopUpdateStart / End around multiple dispersed updates to properly batch everything and prevent redundant updates.

func (*Node2DBase) TopUpdateStart added in v0.9.11

func (nb *Node2DBase) TopUpdateStart() bool

TopUpdateStart calls UpdateStart on TopNode2D(). Use this for TopUpdateStart / End around multiple dispersed updates to properly batch everything and prevent redundant updates.

func (*Node2DBase) ViewportSafe added in v1.0.5

func (nb *Node2DBase) ViewportSafe() *Viewport2D

ViewportSafe returns the viewport under BBoxMu read lock -- use this for random access to Viewport field when not otherwise protected.

type NodeBase

type NodeBase struct {
	ki.Node
	Class   string          `` /* 202-byte string literal not displayed */
	CSS     ki.Props        `` /* 228-byte string literal not displayed */
	CSSAgg  ki.Props        `copy:"-" json:"-" xml:"-" view:"no-inline" desc:"aggregated css properties from all higher nodes down to me"`
	BBox    image.Rectangle `` /* 201-byte string literal not displayed */
	ObjBBox image.Rectangle `` /* 208-byte string literal not displayed */
	VpBBox  image.Rectangle `` /* 240-byte string literal not displayed */
	WinBBox image.Rectangle `` /* 207-byte string literal not displayed */
	BBoxMu  sync.RWMutex    `` /* 160-byte string literal not displayed */
}

NodeBase is the base struct type for GoGi graphical interface system, containing infrastructure for both 2D and 3D scene graph nodes

func (*NodeBase) AddClass added in v0.9.5

func (nb *NodeBase) AddClass(cls string)

AddClass adds a CSS class name -- does proper space separation

func (*NodeBase) AllWithinBBox added in v1.2.3

func (nb *NodeBase) AllWithinBBox(bbox image.Rectangle, leavesOnly bool) ki.Slice

AllWithinBBox returns a list of all nodes whose WinBBox is fully contained within the given BBox. If leavesOnly is set then only nodes that have no nodes (leaves, terminal nodes) will be considered.

func (*NodeBase) AsGiNode added in v0.9.9

func (nb *NodeBase) AsGiNode() *NodeBase

func (*NodeBase) CanFocus

func (nb *NodeBase) CanFocus() bool

CanFocus checks if this node can receive keyboard focus

func (*NodeBase) ClearFullReRender

func (nb *NodeBase) ClearFullReRender()

ClearFullReRender clears node as needing a full ReRender

func (*NodeBase) ClearInactive

func (nb *NodeBase) ClearInactive()

ClearInactive clears the node as inactive

func (*NodeBase) ClearInvisible

func (nb *NodeBase) ClearInvisible()

ClearInvisible clears the node as invisible

func (*NodeBase) ClearSelected

func (nb *NodeBase) ClearSelected()

ClearSelected sets the node as not selected

func (*NodeBase) CopyFieldsFrom added in v0.9.8

func (nb *NodeBase) CopyFieldsFrom(frm interface{})

func (*NodeBase) FirstContainingPoint

func (nb *NodeBase) FirstContainingPoint(pt image.Point, leavesOnly bool) ki.Ki

FirstContainingPoint finds the first node whose WinBBox contains the given point -- nil if none. If leavesOnly is set then only nodes that have no nodes (leaves, terminal nodes) will be considered

func (*NodeBase) HasFocus

func (nb *NodeBase) HasFocus() bool

HasFocus checks if the current node is flagged as having keyboard focus

func (*NodeBase) HasNoLayout

func (nb *NodeBase) HasNoLayout() bool

HasNoLayout checks if the current node is flagged as not needing layout

func (*NodeBase) IsActive

func (nb *NodeBase) IsActive() bool

IsActive tests if this node is NOT flagged as Inactive.

func (*NodeBase) IsDragging

func (nb *NodeBase) IsDragging() bool

IsDragging tests if the current node is currently flagged as receiving dragging events -- flag set by window

func (*NodeBase) IsInactive

func (nb *NodeBase) IsInactive() bool

IsInactive tests if this node is flagged as Inactive. if so, behave (e.g., ignore events except select, context menu) and style appropriately

func (*NodeBase) IsInstaDrag

func (nb *NodeBase) IsInstaDrag() bool

IsInstaDrag tests if the current node has InstaDrag property set

func (*NodeBase) IsInvisible

func (nb *NodeBase) IsInvisible() bool

IsInvisible tests if this node is flagged as Invisible. if so, do not render, update, interact.

func (*NodeBase) IsReRenderAnchor

func (nb *NodeBase) IsReRenderAnchor() bool

IsReRenderAnchor returns whethers the current node is a ReRenderAnchor

func (*NodeBase) IsSelected

func (nb *NodeBase) IsSelected() bool

IsSelected tests if this node is flagged as Selected

func (*NodeBase) NeedsFullReRender

func (nb *NodeBase) NeedsFullReRender() bool

NeedsFullReRender checks if node has said it needs full re-render

func (*NodeBase) ParentCSSAgg

func (nb *NodeBase) ParentCSSAgg() *ki.Props

ParentCSSAgg returns parent's CSSAgg styles or nil if not avail

func (*NodeBase) PointToRelPos

func (nb *NodeBase) PointToRelPos(pt image.Point) image.Point

PointToRelPos translates a point in global pixel coords into relative position within node

func (*NodeBase) PosInWinBBox added in v1.0.5

func (nb *NodeBase) PosInWinBBox(pos image.Point) bool

PosInWinBBox returns true if given position is within this node's win bbox (under read lock)

func (*NodeBase) SetActiveState

func (nb *NodeBase) SetActiveState(act bool)

SetActiveState sets flag as active or not based on act arg -- positive logic is easier to understand.

func (*NodeBase) SetActiveStateUpdt

func (nb *NodeBase) SetActiveStateUpdt(act bool)

SetActiveStateUpdt sets flag as active or not based on act arg -- positive logic is easier to understand -- does UpdateSig if state changed.

func (*NodeBase) SetCanFocus added in v0.9.8

func (nb *NodeBase) SetCanFocus()

SetCanFocus sets CanFocus flag to true

func (*NodeBase) SetCanFocusIfActive

func (nb *NodeBase) SetCanFocusIfActive()

SetCanFocusIfActive sets CanFocus flag only if node is active (inactive nodes don't need focus typically)

func (*NodeBase) SetFocusState added in v0.9.11

func (nb *NodeBase) SetFocusState(focus bool)

SetFocusState sets current HasFocus state

func (*NodeBase) SetFullReRender

func (nb *NodeBase) SetFullReRender()

SetFullReRender sets node as needing a full ReRender

func (*NodeBase) SetInactive

func (nb *NodeBase) SetInactive()

SetInactive sets the node as inactive

func (*NodeBase) SetInactiveState

func (nb *NodeBase) SetInactiveState(inact bool)

SetInactiveState sets flag as inactive or not based on inact arg

func (*NodeBase) SetInactiveStateUpdt

func (nb *NodeBase) SetInactiveStateUpdt(inact bool)

SetInactiveStateUpdt sets flag as inactive or not based on inact arg, and does UpdateSig if state changed.

func (*NodeBase) SetInvisible

func (nb *NodeBase) SetInvisible()

SetInvisible sets the node as invisible

func (*NodeBase) SetInvisibleState

func (nb *NodeBase) SetInvisibleState(invis bool)

SetInvisibleState sets flag as invisible or not based on invis arg

func (*NodeBase) SetReRenderAnchor

func (nb *NodeBase) SetReRenderAnchor()

SetReRenderAnchor sets node as a ReRenderAnchor

func (*NodeBase) SetSelected

func (nb *NodeBase) SetSelected()

SetSelected sets the node as selected

func (*NodeBase) SetSelectedState

func (nb *NodeBase) SetSelectedState(sel bool)

SetSelectedState set flag as selected or not based on sel arg

func (*NodeBase) StyleProps

func (nb *NodeBase) StyleProps(selector string) ki.Props

StyleProps returns a property that contains another map of properties for a given styling selector, such as :normal :active :hover etc -- the convention is to prefix this selector with a : and use lower-case names, so we follow that.

func (*NodeBase) WinBBoxInBBox added in v1.2.3

func (nb *NodeBase) WinBBoxInBBox(bbox image.Rectangle) bool

WinBBoxInBBox returns true if our BBox is contained within given BBox (under read lock)

type NodeFlags

type NodeFlags int

NodeFlags define gi node bitflags for tracking common high-frequency GUI state, mostly having to do with event processing -- use properties map for less frequently used information -- uses ki Flags field (64 bit capacity)

const (
	// NoLayout means that this node does not participate in the layout
	// process (Size, Layout, Move) -- set by e.g., SVG nodes
	NoLayout NodeFlags = NodeFlags(ki.FlagsN) + iota

	// EventsConnected: this node has been connected to receive events from
	// the window -- to optimize event processing, connections are typically
	// only established for visible nodes during render, and disconnected when
	// not visible
	EventsConnected

	// CanFocus: can this node accept focus to receive keyboard input events
	// -- set by default for typical nodes that do so, but can be overridden,
	// including by the style 'can-focus' property
	CanFocus

	// HasFocus: does this node currently have the focus for keyboard input
	// events?  use tab / alt tab and clicking events to update focus -- see
	// interface on Window
	HasFocus

	// FullReRender indicates that a full re-render is required due to nature
	// of update event -- otherwise default is local re-render -- used
	// internally for nodes to determine what to do on the ReRender step
	FullReRender

	// ReRenderAnchor: this node has a static size, and repaints its
	// background -- any children under it that need to dynamically resize on
	// a ReRender (Update) can refer the update up to rerendering this node,
	// instead of going further up the tree -- e.g., true of Frame's within a
	// SplitView
	ReRenderAnchor

	// Invisible means that the node has been marked as invisible by a parent
	// that has switch-like powers (e.g., layout stacked / tabview or splitter
	// panel that has been collapsed).  This flag is propagated down to all
	// child nodes, and rendering or other interaction / update routines
	// should not run when this flag is set (PushBounds does this for most
	// cases).  However, it IS a good idea to have styling, layout etc all
	// take place as normal, so that when the flag is cleared, rendering can
	// proceed directly.
	Invisible

	// Inactive disables interaction with widgets or other nodes (i.e., they
	// are read-only) -- they should indicate this inactive state in an
	// appropriate way, and each node should interpret events appropriately
	// based on this state (select and context menu events should still be
	// generated)
	Inactive

	// Selected indicates that this node has been selected by the user --
	// widely supported across different nodes
	Selected

	// MouseHasEntered indicates that the MouseFocusEvent Enter was previously
	// registered on this node
	MouseHasEntered

	// DNDHasEntered indicates that the DNDFocusEvent Enter was previously
	// registered on this node
	DNDHasEntered

	// NodeDragging indicates this node is currently dragging -- win.Dragging
	// set to this node
	NodeDragging

	// InstaDrag indicates this node should start dragging immediately when
	// clicked -- otherwise there is a time-and-distance threshold to the
	// start of dragging -- use this for controls that are small and are
	// primarily about dragging (e.g., the Splitter handle)
	InstaDrag

	// can extend node flags from here
	NodeFlagsN
)
const (
	// TextFieldFocusActive indicates that the focus is active in this field
	TextFieldFocusActive NodeFlags = NodeFlagsN + iota
)

these extend NodeBase NodeFlags to hold TextField state

func StringToNodeFlags

func StringToNodeFlags(s string) (NodeFlags, error)

func (NodeFlags) String

func (i NodeFlags) String() string

type ParamPrefs

type ParamPrefs struct {
	DoubleClickMSec  int     `min:"100" step:"50" desc:"the maximum time interval in msec between button press events to count as a double-click"`
	ScrollWheelSpeed float32 `` /* 290-byte string literal not displayed */
	LocalMainMenu    bool    `` /* 326-byte string literal not displayed */
	BigFileSize      int     `def:"10000000" desc:"the limit of file size, above which user will be prompted before opening / copying, etc."`
	SavedPathsMax    int     `desc:"maximum number of saved paths to save in FileView"`
	Smooth3D         bool    `` /* 175-byte string literal not displayed */
}

ParamPrefs contains misc parameters controlling GUI behavior.

func (*ParamPrefs) Defaults

func (pf *ParamPrefs) Defaults()

type PartsWidgetBase

type PartsWidgetBase struct {
	WidgetBase
	Parts Layout `` /* 214-byte string literal not displayed */
}

PartsWidgetBase is the base type for all Widget Node2D elements that manage a set of constituent parts

func (*PartsWidgetBase) ComputeBBox2D

func (wb *PartsWidgetBase) ComputeBBox2D(parBBox image.Rectangle, delta image.Point)

func (*PartsWidgetBase) ComputeBBox2DParts

func (wb *PartsWidgetBase) ComputeBBox2DParts(parBBox image.Rectangle, delta image.Point)

func (*PartsWidgetBase) ConfigPartsIconLabel

func (wb *PartsWidgetBase) ConfigPartsIconLabel(config *kit.TypeAndNameList, icnm string, txt string) (icIdx, lbIdx int)

ConfigPartsIconLabel adds to config to create parts, of icon and label left-to right in a row, based on whether items are nil or empty

func (*PartsWidgetBase) ConfigPartsSetIconLabel

func (wb *PartsWidgetBase) ConfigPartsSetIconLabel(icnm string, txt string, icIdx, lbIdx int)

ConfigPartsSetIconLabel sets the icon and text values in parts, and get part style props, using given props if not set in object props

func (*PartsWidgetBase) CopyFieldsFrom added in v0.9.8

func (wb *PartsWidgetBase) CopyFieldsFrom(frm interface{})

func (*PartsWidgetBase) Layout2D

func (wb *PartsWidgetBase) Layout2D(parBBox image.Rectangle, iter int) bool

func (*PartsWidgetBase) Layout2DParts

func (wb *PartsWidgetBase) Layout2DParts(parBBox image.Rectangle, iter int)

func (*PartsWidgetBase) Move2D

func (wb *PartsWidgetBase) Move2D(delta image.Point, parBBox image.Rectangle)

func (*PartsWidgetBase) PartsNeedUpdateIconLabel

func (wb *PartsWidgetBase) PartsNeedUpdateIconLabel(icnm string, txt string) bool

PartsNeedUpdateIconLabel check if parts need to be updated -- for ConfigPartsIfNeeded

func (*PartsWidgetBase) Render2DParts

func (wb *PartsWidgetBase) Render2DParts()

func (*PartsWidgetBase) SetFullReRenderIconLabel

func (wb *PartsWidgetBase) SetFullReRenderIconLabel()

SetFullReRenderIconLabel sets the icon and label to be re-rendered, needed when styles change

func (*PartsWidgetBase) Size2D

func (wb *PartsWidgetBase) Size2D(iter int)

func (*PartsWidgetBase) Size2DParts

func (wb *PartsWidgetBase) Size2DParts(iter int)

func (*PartsWidgetBase) SizeFromParts

func (wb *PartsWidgetBase) SizeFromParts(iter int)

SizeFromParts sets our size from those of our parts -- default..

type Preferences

type Preferences struct {
	LogicalDPIScale      float32                `` /* 148-byte string literal not displayed */
	ScreenPrefs          map[string]ScreenPrefs `desc:"screen-specific preferences -- will override overall defaults if set"`
	Colors               ColorPrefs             `desc:"active color preferences"`
	ColorSchemes         map[string]*ColorPrefs `desc:"named color schemes -- has Light and Dark schemes by default"`
	Params               ParamPrefs             `view:"inline" desc:"parameters controlling GUI behavior"`
	Editor               EditorPrefs            `view:"inline" desc:"editor preferences -- for TextView etc"`
	KeyMap               KeyMapName             `desc:"select the active keymap from list of available keymaps -- see Edit KeyMaps for editing / saving / loading that list"`
	SaveKeyMaps          bool                   `` /* 403-byte string literal not displayed */
	SaveDetailed         bool                   `desc:"if set, the detailed preferences are saved and loaded at startup -- only "`
	CustomStyles         ki.Props               `` /* 189-byte string literal not displayed */
	CustomStylesOverride bool                   `` /* 208-byte string literal not displayed */
	FontFamily           FontName               `desc:"default font family when otherwise not specified"`
	MonoFont             FontName               `desc:"default mono-spaced font family"`
	FontPaths            []string               `desc:"extra font paths, beyond system defaults -- searched first"`
	User                 User                   `desc:"user info -- partially filled-out automatically if empty / when prefs first created"`
	FavPaths             FavPaths               `desc:"favorite paths, shown in FileViewer and also editable there"`
	FileViewSort         string                 `view:"-" desc:"column to sort by in FileView, and :up or :down for direction -- updated automatically via FileView"`
	ColorFilename        FileName               `view:"-" ext:".json" desc:"filename for saving / loading colors"`
	Changed              bool                   `` /* 164-byte string literal not displayed */
}

Preferences are the overall user preferences for GoGi, providing some basic customization -- in addition, most gui settings can be styled using CSS-style sheets under CustomStyle. These prefs are saved and loaded from the GoGi user preferences directory -- see oswin/App for further info.

func (*Preferences) Apply

func (pf *Preferences) Apply()

Apply preferences to all the relevant settings.

func (*Preferences) ApplyDPI

func (pf *Preferences) ApplyDPI()

ApplyDPI updates the screen LogicalDPI values according to current preferences and zoom factor, and then updates all open windows as well.

func (*Preferences) DarkMode added in v0.9.11

func (pf *Preferences) DarkMode()

DarkMode sets colors to dark mode

func (*Preferences) Defaults

func (pf *Preferences) Defaults()

func (*Preferences) DeleteSavedWindowGeoms

func (pf *Preferences) DeleteSavedWindowGeoms()

DeleteSavedWindowGeoms deletes the file that saves the position and size of each window, by screen, and clear current in-memory cache. You shouldn't need to use this but sometimes useful for testing.

func (*Preferences) EditDebug

func (pf *Preferences) EditDebug()

EditDebug opens the PrefsDbgView editor to edit debugging params

func (*Preferences) EditDetailed

func (pf *Preferences) EditDetailed()

EditDetailed opens the PrefsDetView editor to edit detailed params

func (*Preferences) EditHiStyles added in v0.9.11

func (pf *Preferences) EditHiStyles()

EditHiStyles opens the HiStyleView editor to customize highlighting styles

func (*Preferences) EditKeyMaps

func (pf *Preferences) EditKeyMaps()

EditKeyMaps opens the KeyMapsView editor to create new keymaps / save / load from other files, etc. Current avail keymaps are saved and loaded with preferences automatically.

func (*Preferences) IsDarkMode added in v0.9.11

func (pf *Preferences) IsDarkMode() bool

IsDarkMode returns true if the current background color preference is dark

func (*Preferences) LightMode added in v0.9.11

func (pf *Preferences) LightMode()

LightMode sets colors to light mode

func (*Preferences) Open

func (pf *Preferences) Open() error

Open preferences from GoGi standard prefs directory

func (*Preferences) OpenColors

func (pf *Preferences) OpenColors(filename FileName) error

OpenColors colors from a JSON-formatted file.

func (*Preferences) PrefColor added in v1.1.0

func (pf *Preferences) PrefColor(clrName string) *gist.Color

PrefColor returns preference color of given name (case insensitive) std names are: font, background, shadow, border, control, icon, select, highlight, link

func (*Preferences) PrefFontFamily added in v1.1.0

func (pf *Preferences) PrefFontFamily() string

PrefFontFamily returns the default FontFamily

func (*Preferences) Save

func (pf *Preferences) Save() error

Save Preferences to GoGi standard prefs directory

func (*Preferences) SaveColors

func (pf *Preferences) SaveColors(filename FileName) error

Save colors to a JSON-formatted file, for easy sharing of your favorite palettes.

func (*Preferences) SaveZoom

func (pf *Preferences) SaveZoom(forCurrentScreen bool)

SaveZoom saves the current LogicalDPI scaling, either as the overall default or specific to the current screen.

func (*Preferences) ScreenInfo

func (pf *Preferences) ScreenInfo() string

ScreenInfo returns screen info for all screens on the console.

func (*Preferences) UpdateAll added in v0.9.11

func (pf *Preferences) UpdateAll()

UpdateAll updates all open windows with current preferences -- triggers rebuild of default styles.

func (*Preferences) UpdateUser

func (pf *Preferences) UpdateUser()

UpdateUser gets the user info from the OS

func (*Preferences) VersionInfo added in v0.9.1

func (pf *Preferences) VersionInfo() string

VersionInfo returns GoGi version information

type PrefsDebug

type PrefsDebug struct {
	Update2DTrace *bool `desc:"reports trace of updates that trigger re-rendering (printfs to stdout)"`

	Render2DTrace *bool `desc:"reports trace of the nodes rendering (printfs to stdout)"`

	Layout2DTrace *bool `desc:"reports trace of all layouts (printfs to stdout)"`

	WinEventTrace *bool `desc:"reports trace of window events (printfs to stdout)"`

	WinPublishTrace *bool `` /* 140-byte string literal not displayed */

	WinDrawTrace *bool `desc:"WinDrawTrace highlights the window regions that are drawn to update the window, using filled colored rectangles"`

	KeyEventTrace *bool `desc:"reports trace of keyboard events (printfs to stdout)"`

	EventTrace *bool `desc:"reports trace of event handling (printfs to stdout)"`

	DNDTrace *bool `desc:"reports trace of DND events handling"`

	GoCompleteTrace *bool `desc:"reports trace of Go language completion & lookup process"`

	GoTypeTrace *bool `desc:"reports trace of Go language type parsing and inference process"`

	Changed bool `` /* 164-byte string literal not displayed */
}

PrefsDebug are debugging params

func (*PrefsDebug) Connect

func (pf *PrefsDebug) Connect()

Connect connects debug fields with actual variables controlling debugging

func (*PrefsDebug) Profile

func (pf *PrefsDebug) Profile()

Profile toggles profiling on / off

type PrefsDetailed

type PrefsDetailed struct {
	MenuMaxHeight              int  `` /* 145-byte string literal not displayed */
	EventSkipLagMSec           int  `` /* 216-byte string literal not displayed */
	FilterLaggyKeyEvents       bool `def:"false" desc:"set to true to apply laggy filter to KeyEvents (normally excluded)"`
	DragStartMSec              int  `` /* 159-byte string literal not displayed */
	DragStartPix               int  `` /* 162-byte string literal not displayed */
	DNDStartMSec               int  `` /* 151-byte string literal not displayed */
	DNDStartPix                int  `` /* 154-byte string literal not displayed */
	HoverStartMSec             int  `` /* 145-byte string literal not displayed */
	HoverMaxPix                int  `def:"5" min:"0" max:"1000" step:"1" desc:"the maximum number of pixels that mouse can move and still register a Hover event"`
	CompleteWaitMSec           int  `def:"500" min:"10" max:"10000" step:"10" desc:"the number of milliseconds to wait before offering completions"`
	CompleteMaxItems           int  `def:"25" min:"5" step:"1" desc:"the maximum number of completions offered in popup"`
	CursorBlinkMSec            int  `` /* 129-byte string literal not displayed */
	LayoutAutoScrollDelayMSec  int  `def:"25" min:"1" step:"5" desc:"is amount of time to wait (in Milliseconds) before trying to autoscroll again"`
	LayoutPageSteps            int  `def:"10" min:"1" step:"1" desc:"number of steps to take in PageUp / Down events in terms of number of items"`
	LayoutFocusNameTimeoutMSec int  `` /* 183-byte string literal not displayed */
	LayoutFocusNameTabMSec     int  `` /* 158-byte string literal not displayed */
	DialogsSepWindow           bool `def:"true" desc:"open dialogs in separate windows -- else do as popups in main window"`
	TextViewClipHistMax        int  `def:"100" min:"0" max:"1000" step:"5" desc:"Maximum amount of clipboard history to retain"`
	TextBufMaxScopeLines       int  `def:"100" min:"10" step:"10" desc:"maximum number of lines to look for matching scope syntax (parens, brackets)"`
	TextBufDiffRevertLines     int  `` /* 146-byte string literal not displayed */
	TextBufDiffRevertDiffs     int  `` /* 180-byte string literal not displayed */
	TextBufMarkupDelayMSec     int  `` /* 204-byte string literal not displayed */
	MapInlineLen               int  `` /* 172-byte string literal not displayed */
	StructInlineLen            int  `` /* 181-byte string literal not displayed */
	SliceInlineLen             int  `def:"6" min:"2" step:"1" desc:"the number of slice elements below which inline will be used"`
	Changed                    bool `` /* 164-byte string literal not displayed */
}

PrefsDetailed are more detailed params not usually customized, but available for those who really care..

func (*PrefsDetailed) Apply

func (pf *PrefsDetailed) Apply()

Apply detailed preferences to all the relevant settings.

func (*PrefsDetailed) Defaults

func (pf *PrefsDetailed) Defaults()

Defaults gets current values of parameters, which are effectively defaults

func (*PrefsDetailed) Open

func (pf *PrefsDetailed) Open() error

Open detailed preferences from GoGi standard prefs directory

func (*PrefsDetailed) Save

func (pf *PrefsDetailed) Save() error

Save detailed prefs to GoGi standard prefs directory

type ProgressBar added in v1.2.0

type ProgressBar struct {
	ScrollBar
	ProgMax int        `desc:"maximum amount of progress to be achieved"`
	ProgInc int        `desc:"progress increment when display is updated -- automatically computed from ProgMax at Start but can be overwritten"`
	ProgCur int        `desc:"current progress level"`
	ProgMu  sync.Mutex `desc:"mutex for updating progress"`
}

ProgressBar is a progress bar that fills up bar as progress continues. Call Start with a maximum value to work toward, and ProgStep each time a progress step has been accomplished -- increments the ProgCur by one and display is updated every ProgInc such steps.

func AddNewProgressBar added in v1.2.0

func AddNewProgressBar(parent ki.Ki, name string) *ProgressBar

AddNewProgressBar adds a new progress bar to given parent node, with given name.

func (*ProgressBar) CopyFieldsFrom added in v1.2.0

func (pb *ProgressBar) CopyFieldsFrom(frm interface{})

func (*ProgressBar) Defaults added in v1.2.0

func (pb *ProgressBar) Defaults()

func (*ProgressBar) ProgStep added in v1.2.0

func (pb *ProgressBar) ProgStep()

ProgStep is called every time there is an increment of progress. This is threadsafe to call from different routines.

func (*ProgressBar) Start added in v1.2.0

func (pb *ProgressBar) Start(max int)

func (*ProgressBar) UpdtBar added in v1.2.0

func (pb *ProgressBar) UpdtBar()

type Region2D

type Region2D struct {
	Offset mgl32.Vec2
	Size   mgl32.Vec2
}

defines a region in 2D space

type RegionMap2D

type RegionMap2D struct {
	Target  Region2D   `desc:"target region to render into (e.g., in RenderPlane)"`
	Rescale mgl32.Vec2 `` /* 165-byte string literal not displayed */
	Size    mgl32.Vec2 `desc:"Our overall size: Target.Size * Rescale"`
}

defines how a region in 2D space is mapped

type RowCol

type RowCol int32

row / col for grid data

const (
	Row RowCol = iota
	Col
	RowColN
)

func (*RowCol) FromString

func (i *RowCol) FromString(s string) error

func (RowCol) MarshalJSON

func (ev RowCol) MarshalJSON() ([]byte, error)

func (RowCol) String

func (i RowCol) String() string

func (*RowCol) UnmarshalJSON

func (ev *RowCol) UnmarshalJSON(b []byte) error

type ScreenPrefs

type ScreenPrefs struct {
	LogicalDPIScale float32 `` /* 295-byte string literal not displayed */
}

ScreenPrefs are the per-screen preferences -- see oswin/App/Screen() for info on the different screens -- these prefs are indexed by the Screen.Name -- settings here override those in the global preferences.

type ScrollBar

type ScrollBar struct {
	SliderBase
}

ScrollBar has a proportional thumb size reflecting amount of content visible

func AddNewScrollBar added in v0.9.7

func AddNewScrollBar(parent ki.Ki, name string) *ScrollBar

AddNewScrollBar adds a new scrollbar to given parent node, with given name.

func (*ScrollBar) ConnectEvents2D

func (sb *ScrollBar) ConnectEvents2D()

func (*ScrollBar) CopyFieldsFrom added in v0.9.8

func (sb *ScrollBar) CopyFieldsFrom(frm interface{})

func (*ScrollBar) Defaults

func (sb *ScrollBar) Defaults()

func (*ScrollBar) FocusChanged2D

func (sb *ScrollBar) FocusChanged2D(change FocusChanges)

func (*ScrollBar) Init2D

func (sb *ScrollBar) Init2D()

func (*ScrollBar) Layout2D

func (sb *ScrollBar) Layout2D(parBBox image.Rectangle, iter int) bool

func (*ScrollBar) Move2D

func (sb *ScrollBar) Move2D(delta image.Point, parBBox image.Rectangle)

func (*ScrollBar) Render2D

func (sb *ScrollBar) Render2D()

func (*ScrollBar) Render2DDefaultStyle

func (sb *ScrollBar) Render2DDefaultStyle()

render using a default style if not otherwise styled

func (*ScrollBar) Size2D

func (sb *ScrollBar) Size2D(iter int)

func (*ScrollBar) Style2D

func (sb *ScrollBar) Style2D()

type Separator

type Separator struct {
	WidgetBase
	Horiz bool `xml:"horiz" desc:"is this a horizontal separator -- otherwise vertical"`
}

Separator draws a vertical or horizontal line

func AddNewSeparator added in v0.9.7

func AddNewSeparator(parent ki.Ki, name string, horiz bool) *Separator

AddNewSeparator adds a new separator to given parent node, with given name and Horiz (else Vert).

func (*Separator) CopyFieldsFrom added in v0.9.9

func (sp *Separator) CopyFieldsFrom(frm interface{})

func (*Separator) Render2D

func (sp *Separator) Render2D()

func (*Separator) RenderSeparator added in v1.0.5

func (sp *Separator) RenderSeparator()

func (*Separator) Style2D

func (sp *Separator) Style2D()

type Shortcuts

type Shortcuts map[key.Chord]*Action

Shortcuts is a map between a key chord and a specific Action that can be triggered. This mapping must be unique, in that each chord has unique Action, and generally each Action only has a single chord as well, though this is not strictly enforced. Shortcuts are evaluated *after* the standard KeyMap event processing, so any conflicts are resolved in favor of the local widget's key event processing, with the shortcut only operating when no conflicting widgets are in focus. Shortcuts are always window-wide and are intended for global window / toolbar actions. Widget-specific key functions should be handled directly within widget key event processing.

type SliceLabeler added in v0.9.8

type SliceLabeler interface {
	// ElemLabel returns a GUI-appropriate label for slice element at given index
	ElemLabel(idx int) string
}

SliceLabeler interface provides a GUI-appropriate label for a slice item, given an index into the slice.

type Slider

type Slider struct {
	SliderBase
}

Slider is a standard value slider with a fixed-sized thumb knob -- if an Icon is set, it is used for the knob of the slider

func AddNewSlider added in v0.9.7

func AddNewSlider(parent ki.Ki, name string) *Slider

AddNewSlider adds a new slider to given parent node, with given name.

func (*Slider) ConnectEvents2D

func (sr *Slider) ConnectEvents2D()

func (*Slider) CopyFieldsFrom added in v0.9.8

func (sr *Slider) CopyFieldsFrom(frm interface{})

func (*Slider) Defaults

func (sr *Slider) Defaults()

func (*Slider) FocusChanged2D

func (sr *Slider) FocusChanged2D(change FocusChanges)

func (*Slider) Init2D

func (sr *Slider) Init2D()

func (*Slider) Layout2D

func (sr *Slider) Layout2D(parBBox image.Rectangle, iter int) bool

func (*Slider) Move2D

func (sr *Slider) Move2D(delta image.Point, parBBox image.Rectangle)

func (*Slider) Render2D

func (sr *Slider) Render2D()

func (*Slider) Render2DDefaultStyle

func (sr *Slider) Render2DDefaultStyle()

render using a default style if not otherwise styled

func (*Slider) Size2D

func (sr *Slider) Size2D(iter int)

func (*Slider) Style2D

func (sr *Slider) Style2D()

type SliderBase

type SliderBase struct {
	PartsWidgetBase
	Value       float32                   `xml:"value" desc:"current value"`
	EmitValue   float32                   `copy:"-" xml:"-" json:"-" desc:"previous emitted value - don't re-emit if it is the same"`
	Min         float32                   `xml:"min" desc:"minimum value in range"`
	Max         float32                   `xml:"max" desc:"maximum value in range"`
	Step        float32                   `xml:"step" desc:"smallest step size to increment"`
	PageStep    float32                   `xml:"pagestep" desc:"larger PageUp / Dn step size"`
	Size        float32                   `xml:"size" desc:"size of the slide box in the relevant dimension -- range of motion -- exclusive of spacing"`
	ThSize      float32                   `` /* 211-byte string literal not displayed */
	ThSizeReal  float32                   `` /* 141-byte string literal not displayed */
	ThumbSize   units.Value               `xml:"thumb-size" desc:"styled fixed size of the thumb"`
	Prec        int                       `` /* 212-byte string literal not displayed */
	Icon        IconName                  `view:"show-name" desc:"optional icon for the dragging knob"`
	ValThumb    bool                      `` /* 268-byte string literal not displayed */
	ThumbVal    float32                   `xml:"thumb-val" desc:"value that the thumb represents, in the same units"`
	Pos         float32                   `xml:"-" desc:"logical position of the slider relative to Size"`
	DragPos     float32                   `xml:"-" desc:"underlying drag position of slider -- not subject to snapping"`
	Dim         mat32.Dims                `desc:"dimension along which the slider slides"`
	Tracking    bool                      `` /* 182-byte string literal not displayed */
	TrackThr    float32                   `xml:"track-thr" desc:"threshold for amount of change in scroll value before emitting a signal in Tracking mode"`
	Snap        bool                      `xml:"snap" desc:"snap the values to Step size increments"`
	Off         bool                      `desc:"can turn off e.g., scrollbar rendering with this flag -- just prevents rendering"`
	State       SliderStates              `json:"-" xml:"-" desc:"state of slider"`
	StateStyles [SliderStatesN]gist.Style `` /* 246-byte string literal not displayed */
	SliderSig   ki.Signal                 `copy:"-" json:"-" xml:"-" view:"-" desc:"signal for slider -- see SliderSignals for the types"`
}

SliderBase has common slider functionality -- two major modes: ValThumb = false is a slider with a fixed-size thumb knob, while = true has a thumb that represents a value, as in a scrollbar, and the scrolling range is size - thumbsize

func (*SliderBase) ConfigParts

func (sb *SliderBase) ConfigParts()

func (*SliderBase) ConfigPartsIfNeeded

func (sb *SliderBase) ConfigPartsIfNeeded(render bool)

func (*SliderBase) CopyFieldsFrom added in v0.9.8

func (sb *SliderBase) CopyFieldsFrom(frm interface{})

func (*SliderBase) Defaults

func (sb *SliderBase) Defaults()

func (*SliderBase) Disconnect added in v0.9.8

func (sb *SliderBase) Disconnect()

func (*SliderBase) EmitNewValue added in v1.0.7

func (sb *SliderBase) EmitNewValue() bool

EmitNewValue emits new Value, if it has not already been emitted. Compares Value to EmitValue and only emits if different, sets EmitValue. Returns true if value emitted, false otherwise.

func (*SliderBase) Init2DSlider

func (sb *SliderBase) Init2DSlider()

func (*SliderBase) KeyChordEvent

func (sb *SliderBase) KeyChordEvent()

func (*SliderBase) KeyInput

func (sb *SliderBase) KeyInput(kt *key.ChordEvent)

func (*SliderBase) MouseDragEvent

func (sb *SliderBase) MouseDragEvent()

func (*SliderBase) MouseEvent

func (sb *SliderBase) MouseEvent()

func (*SliderBase) MouseFocusEvent

func (sb *SliderBase) MouseFocusEvent()

func (*SliderBase) MouseScrollEvent

func (sb *SliderBase) MouseScrollEvent()

func (*SliderBase) PointToRelPos

func (sb *SliderBase) PointToRelPos(pt image.Point) image.Point

PointToRelPos translates a point in global pixel coords into relative position within node. This satisfies the SliderPositioner interface.

func (*SliderBase) SetSliderPos

func (sb *SliderBase) SetSliderPos(pos float32)

SetSliderPos sets the position of the slider at the given position in pixels, and updates the corresponding Value based on that position.

func (*SliderBase) SetSliderState

func (sb *SliderBase) SetSliderState(state SliderStates)

SetSliderState sets the slider state to given state, updates style

func (*SliderBase) SetThumbValue

func (sb *SliderBase) SetThumbValue(val float32)

SetThumbValue sets the thumb value to given value and updates the thumb size -- for scrollbar-style sliders where the thumb size represents visible range

func (*SliderBase) SetValue

func (sb *SliderBase) SetValue(val float32)

SetValue sets the value and updates the slider position, but does not emit an updated signal (see SetValueAction)

func (*SliderBase) SetValueAction

func (sb *SliderBase) SetValueAction(val float32)

SetValueAction sets the value and updates the slider representation, and emits a changed signal

func (*SliderBase) SizeFromAlloc

func (sb *SliderBase) SizeFromAlloc()

SizeFromAlloc gets size from allocation

func (*SliderBase) SliderEnterHover

func (sb *SliderBase) SliderEnterHover()

SliderEnterHover slider starting hover

func (*SliderBase) SliderEvents

func (sb *SliderBase) SliderEvents()

func (*SliderBase) SliderExitHover

func (sb *SliderBase) SliderExitHover()

SliderExitHover called when slider exiting hover

func (*SliderBase) SliderMove added in v0.9.11

func (sb *SliderBase) SliderMove(start, end float32)

SliderMove called when slider moved along relevant axis

func (*SliderBase) SliderPress added in v0.9.11

func (sb *SliderBase) SliderPress(pos float32)

SliderPress sets the slider in the down state -- mouse clicked down but not yet up -- emits SliderPress signal

func (*SliderBase) SliderRelease added in v0.9.11

func (sb *SliderBase) SliderRelease()

SliderRelease called when the slider has just been released -- sends a released signal and returns state to normal, and emits clicked signal if if it was previously in pressed state

func (*SliderBase) SnapValue

func (sb *SliderBase) SnapValue()

SnapValue snaps the value to step sizes if snap option is set

func (*SliderBase) StyleFromProps added in v0.9.11

func (sr *SliderBase) StyleFromProps(props ki.Props, vp *Viewport2D)

StyleFromProps styles Slider-specific fields from ki.Prop properties doesn't support inherit or default

func (*SliderBase) StyleSlider added in v0.9.11

func (sr *SliderBase) StyleSlider()

func (*SliderBase) StyleToDots added in v0.9.11

func (sr *SliderBase) StyleToDots(uc *units.Context)

ToDots runs ToDots on unit values, to compile down to raw pixels

func (*SliderBase) UpdatePosFromValue

func (sb *SliderBase) UpdatePosFromValue()

UpdatePosFromValue updates the slider position based on the current Value

func (*SliderBase) UpdateThumbValSize

func (sb *SliderBase) UpdateThumbValSize()

UpdateThumbValSize sets thumb size as proportion of min / max (e.sb., amount visible in scrollbar) -- max's out to full size

type SliderPositioner added in v0.9.11

type SliderPositioner interface {
	// PointToRelPos translates a point in global pixel coords into relative
	// position within node
	PointToRelPos(pt image.Point) image.Point
}

SliderPositioner is a minor interface for functions related to computing slider positions. Needed for more complex sliders such as Splitters that do this computation in a different way.

type SliderSignals

type SliderSignals int64

SliderSignals are signals that sliders can send

const (
	// SliderValueChanged indicates that the value has changed -- if tracking
	// is enabled, then this tracks online changes -- otherwise only at the
	// end.  The data on the signal is the float32 Value.
	SliderValueChanged SliderSignals = iota

	// SliderPressed means slider was pushed down but not yet up.
	SliderPressed

	// SliderReleased means the slider has been released after being pressed.
	SliderReleased

	// SliderMoved means the slider position has moved (low level move event).
	SliderMoved

	SliderSignalsN
)

func (*SliderSignals) FromString

func (i *SliderSignals) FromString(s string) error

func (SliderSignals) String

func (i SliderSignals) String() string

type SliderStates

type SliderStates int32

SliderStates are mutually-exclusive slider states -- determines appearance

const (
	// normal state -- there but not being interacted with
	SliderActive SliderStates = iota

	// inactive -- not responsive
	SliderInactive

	// mouse is hovering over the slider
	SliderHover

	// slider is the focus -- will respond to keyboard input
	SliderFocus

	// slider is currently being pressed down
	SliderDown

	// use background-color here to fill in selected value of slider
	SliderValue

	// these styles define the overall box around slider -- typically no border and a white background -- needs a background to allow local re-rendering
	SliderBox

	// total number of slider states
	SliderStatesN
)

func (*SliderStates) FromString

func (i *SliderStates) FromString(s string) error

func (SliderStates) String

func (i SliderStates) String() string

type Space

type Space struct {
	WidgetBase
}

Space adds a fixed sized (1 ch x 1 em by default) blank space to a layout -- set width / height property to change

func AddNewSpace added in v0.9.7

func AddNewSpace(parent ki.Ki, name string) *Space

AddNewSpace adds a new space to given parent node, with given name.

func (*Space) CopyFieldsFrom added in v0.9.8

func (sp *Space) CopyFieldsFrom(frm interface{})

func (*Space) Layout2D

func (sp *Space) Layout2D(parBBox image.Rectangle, iter int) bool

func (*Space) Style2D

func (sp *Space) Style2D()

type Spell added in v0.9.14

type Spell struct {
	ki.Node
	SrcLn       int         `desc:"line number in source that spelling is operating on, if relevant"`
	SrcCh       int         `desc:"character position in source that spelling is operating on (start of word to be corrected)"`
	Suggest     []string    `desc:"list of suggested corrections"`
	Word        string      `desc:"word being checked"`
	LastLearned string      `desc:"last word learned -- can be undone -- stored in lowercase format"`
	SpellSig    ki.Signal   `json:"-" xml:"-" view:"-" desc:"signal for Spell -- see SpellSignals for the types"`
	Correction  string      `desc:"the user's correction selection'"`
	Vp          *Viewport2D `desc:"the viewport where the current popup menu is presented"`
}

Spell

func (*Spell) Cancel added in v0.9.14

func (sc *Spell) Cancel() bool

Cancel cancels any pending spell correction -- call when new events nullify prior correction returns true if canceled

func (*Spell) CheckWord added in v1.1.3

func (sc *Spell) CheckWord(word string) ([]string, bool)

CheckWord checks the model to determine if the word is known. automatically checks the Ignore list first.

func (*Spell) Disconnect added in v0.9.14

func (sc *Spell) Disconnect()

func (*Spell) IgnoreWord added in v1.1.3

func (sc *Spell) IgnoreWord()

IgnoreWord adds the word to the ignore list

func (*Spell) IsLastLearned added in v1.1.3

func (sc *Spell) IsLastLearned(wrd string) bool

IsLastLearned returns true if given word was the last one learned

func (*Spell) KeyInput added in v0.9.14

func (sc *Spell) KeyInput(kf KeyFuns) bool

KeyInput is the opportunity for the spelling correction popup to act on specific key inputs

func (*Spell) LearnWord added in v1.1.3

func (sc *Spell) LearnWord()

LearnWord gets the misspelled/unknown word and passes to LearnWord

func (*Spell) SetWord added in v1.1.3

func (sc *Spell) SetWord(word string, sugs []string, srcLn, srcCh int)

SetWord sets the word to spell and other associated info

func (*Spell) Show added in v0.9.14

func (sc *Spell) Show(text string, vp *Viewport2D, pt image.Point)

Show is the main call for listing spelling corrections. Calls ShowNow which builds the correction popup menu Similar to completion.Show but does not use a timer Displays popup immediately for any unknown word

func (*Spell) ShowNow added in v0.9.14

func (sc *Spell) ShowNow(word string, vp *Viewport2D, pt image.Point)

ShowNow actually builds the correction popup menu

func (*Spell) Spell added in v0.9.14

func (sc *Spell) Spell(s string)

Spell emits a signal to let subscribers know that the user has made a selection from the list of possible corrections

func (*Spell) UnLearnLast added in v1.1.3

func (sc *Spell) UnLearnLast()

UnLearnLast unlearns the last learned word -- in case accidental

type SpellSignals

type SpellSignals int64

SpellSignals are signals that are sent by Spell

const (
	// SpellSelect means the user chose one of the possible corrections
	SpellSelect SpellSignals = iota

	// SpellIgnore signals the user chose ignore so clear the tag
	SpellIgnore
)

func (*SpellSignals) FromString

func (i *SpellSignals) FromString(s string) error

func (SpellSignals) String

func (i SpellSignals) String() string

type SpinBox

type SpinBox struct {
	PartsWidgetBase
	Value      float32   `xml:"value" desc:"current value"`
	HasMin     bool      `xml:"has-min" desc:"is there a minimum value to enforce"`
	Min        float32   `xml:"min" desc:"minimum value in range"`
	HasMax     bool      `xml:"has-max" desc:"is there a maximumvalue to enforce"`
	Max        float32   `xml:"max" desc:"maximum value in range"`
	Step       float32   `xml:"step" desc:"smallest step size to increment"`
	PageStep   float32   `xml:"pagestep" desc:"larger PageUp / Dn step size"`
	Prec       int       `` /* 201-byte string literal not displayed */
	Format     string    `` /* 208-byte string literal not displayed */
	UpIcon     IconName  `view:"show-name" desc:"icon to use for up button -- defaults to wedge-up"`
	DownIcon   IconName  `view:"show-name" desc:"icon to use for down button -- defaults to wedge-down"`
	SpinBoxSig ki.Signal `copy:"-" json:"-" xml:"-" view:"-" desc:"signal for spin box -- has no signal types, just emitted when the value changes"`
}

SpinBox combines a TextField with up / down buttons for incrementing / decrementing values -- all configured within the Parts of the widget

func AddNewSpinBox added in v0.9.7

func AddNewSpinBox(parent ki.Ki, name string) *SpinBox

AddNewSpinBox adds a new spinbox to given parent node, with given name.

func (*SpinBox) ConfigParts

func (sb *SpinBox) ConfigParts()

func (*SpinBox) ConfigPartsIfNeeded

func (sb *SpinBox) ConfigPartsIfNeeded()

func (*SpinBox) ConnectEvents2D

func (sb *SpinBox) ConnectEvents2D()

func (*SpinBox) CopyFieldsFrom added in v0.9.8

func (sb *SpinBox) CopyFieldsFrom(frm interface{})

func (*SpinBox) Defaults

func (sb *SpinBox) Defaults()

func (*SpinBox) Disconnect added in v0.9.8

func (sb *SpinBox) Disconnect()

func (*SpinBox) FormatIsInt added in v0.9.11

func (sb *SpinBox) FormatIsInt() bool

FormatIsInt returns true if the format string requires an integer value

func (*SpinBox) HasFocus2D

func (sb *SpinBox) HasFocus2D() bool

func (*SpinBox) IncrValue

func (sb *SpinBox) IncrValue(steps float32)

IncrValue increments the value by given number of steps (+ or -), and enforces it to be an even multiple of the step size (snap-to-value), and emits the signal

func (*SpinBox) Init2D

func (sb *SpinBox) Init2D()

func (*SpinBox) Layout2D

func (sb *SpinBox) Layout2D(parBBox image.Rectangle, iter int) bool

func (*SpinBox) MouseScrollEvent

func (sb *SpinBox) MouseScrollEvent()

func (*SpinBox) Render2D

func (sb *SpinBox) Render2D()

func (*SpinBox) SetMax

func (sb *SpinBox) SetMax(max float32)

SetMax sets the max limits on the value

func (*SpinBox) SetMin

func (sb *SpinBox) SetMin(min float32)

SetMin sets the min limits on the value

func (*SpinBox) SetMinMax

func (sb *SpinBox) SetMinMax(hasMin bool, min float32, hasMax bool, max float32)

SetMinMax sets the min and max limits on the value

func (*SpinBox) SetValue

func (sb *SpinBox) SetValue(val float32)

SetValue sets the value, enforcing any limits, and updates the display

func (*SpinBox) SetValueAction

func (sb *SpinBox) SetValueAction(val float32)

SetValueAction calls SetValue and also emits the signal

func (*SpinBox) Size2D

func (sb *SpinBox) Size2D(iter int)

func (*SpinBox) SpinBoxEvents

func (sb *SpinBox) SpinBoxEvents()

func (*SpinBox) StringToVal added in v0.9.11

func (sb *SpinBox) StringToVal(str string) (float32, error)

StringToVal converts the string field back to float value

func (*SpinBox) Style2D

func (sb *SpinBox) Style2D()

func (*SpinBox) StyleFromProps added in v0.9.11

func (sb *SpinBox) StyleFromProps(props ki.Props, vp *Viewport2D)

StyleFromProps styles SpinBox-specific fields from ki.Prop properties doesn't support inherit or default

func (*SpinBox) StyleSpinBox

func (sb *SpinBox) StyleSpinBox()

StyleSpinBox does spinbox styling -- sets StyMu Lock

func (*SpinBox) TextFieldEvent

func (sb *SpinBox) TextFieldEvent()

func (*SpinBox) ValToString added in v0.9.11

func (sb *SpinBox) ValToString(val float32) string

ValToString converts the value to the string representation thereof

type SplitView

type SplitView struct {
	PartsWidgetBase
	HandleSize  units.Value `` /* 158-byte string literal not displayed */
	Splits      []float32   `desc:"proportion (0-1 normalized, enforced) of space allocated to each element -- can enter 0 to collapse a given element"`
	SavedSplits []float32   `desc:"A saved version of the splits which can be restored -- for dynamic collapse / expand operations"`
	Dim         mat32.Dims  `desc:"dimension along which to split the space"`
}

SplitView allocates a fixed proportion of space to each child, along given dimension, always using only the available space given to it by its parent (i.e., it will force its children, which should be layouts (typically Frame's), to have their own scroll bars as necessary). It should generally be used as a main outer-level structure within a window, providing a framework for inner elements -- it allows individual child elements to update independently and thus is important for speeding update performance. It uses the Widget Parts to hold the splitter widgets separately from the children that contain the rest of the scenegraph to be displayed within each region.

func AddNewSplitView added in v0.9.7

func AddNewSplitView(parent ki.Ki, name string) *SplitView

AddNewSplitView adds a new splitview to given parent node, with given name.

func (*SplitView) CollapseChild

func (sv *SplitView) CollapseChild(save bool, idxs ...int)

CollapseChild collapses given child(ren) (sets split proportion to 0), optionally saving the prior splits for later Restore function -- does an Update -- triggered by double-click of splitter

func (*SplitView) ConfigSplitters

func (sv *SplitView) ConfigSplitters()

func (*SplitView) ConnectEvents2D

func (sv *SplitView) ConnectEvents2D()

func (*SplitView) CopyFieldsFrom added in v0.9.8

func (sv *SplitView) CopyFieldsFrom(frm interface{})

func (*SplitView) EvenSplits

func (sv *SplitView) EvenSplits()

EvenSplits splits space evenly across all panels

func (*SplitView) HasFocus2D

func (sv *SplitView) HasFocus2D() bool

func (*SplitView) Init2D

func (sv *SplitView) Init2D()

func (*SplitView) IsCollapsed added in v0.9.11

func (sv *SplitView) IsCollapsed(idx int) bool

IsCollapsed returns true if given split number is collapsed

func (*SplitView) KeyChordEvent

func (sv *SplitView) KeyChordEvent()

func (*SplitView) KeyInput

func (sv *SplitView) KeyInput(kt *key.ChordEvent)

func (*SplitView) Layout2D

func (sv *SplitView) Layout2D(parBBox image.Rectangle, iter int) bool

func (*SplitView) Render2D

func (sv *SplitView) Render2D()

func (*SplitView) RestoreChild

func (sv *SplitView) RestoreChild(idxs ...int)

RestoreChild restores given child(ren) -- does an Update

func (*SplitView) RestoreSplits

func (sv *SplitView) RestoreSplits()

RestoreSplits restores a previously-saved set of splits (if it exists), does an update

func (*SplitView) SaveSplits

func (sv *SplitView) SaveSplits()

SaveSplits saves the current set of splits in SavedSplits, for a later RestoreSplits

func (*SplitView) SetSplitAction

func (sv *SplitView) SetSplitAction(idx int, nwval float32)

SetSplitAction sets the new splitter value, for given splitter -- new value is 0..1 value of position of that splitter -- it is a sum of all the positions up to that point. Splitters are updated to ensure that selected position is achieved, while dividing remainder appropriately.

func (*SplitView) SetSplits

func (sv *SplitView) SetSplits(splits ...float32)

SetSplits sets the split proportions -- can use 0 to hide / collapse a child entirely -- just does the basic local update start / end use SetSplitsAction to trigger full rebuild which is typically required

func (*SplitView) SetSplitsAction

func (sv *SplitView) SetSplitsAction(splits ...float32)

SetSplitsAction sets the split proportions -- can use 0 to hide / collapse a child entirely -- does full rebuild at level of viewport

func (*SplitView) SetSplitsList added in v0.9.7

func (sv *SplitView) SetSplitsList(splits []float32)

SetSplitsList sets the split proportions using a list (slice) argument, instead of variable args -- e.g., for Python or other external users. can use 0 to hide / collapse a child entirely -- just does the basic local update start / end -- use SetSplitsAction to trigger full rebuild which is typically required

func (*SplitView) SplitViewEvents

func (sv *SplitView) SplitViewEvents()

func (*SplitView) Style2D

func (sv *SplitView) Style2D()

func (*SplitView) StyleSplitView

func (sv *SplitView) StyleSplitView()

func (*SplitView) UpdateSplits

func (sv *SplitView) UpdateSplits()

UpdateSplits updates the splits to be same length as number of children, and normalized

type Splitter

type Splitter struct {
	SliderBase
	SplitterNo  int             `desc:"splitter number this one is"`
	OrigWinBBox image.Rectangle `` /* 137-byte string literal not displayed */
}

Splitter provides the splitter handle and line separating two elements in a SplitView, with draggable resizing of the splitter -- parent is Parts layout of the SplitView -- based on SliderBase

func (*Splitter) ConfigPartsIfNeeded

func (sr *Splitter) ConfigPartsIfNeeded(render bool)

func (*Splitter) ConnectEvents2D

func (sr *Splitter) ConnectEvents2D()

func (*Splitter) Defaults

func (sr *Splitter) Defaults()

func (*Splitter) FocusChanged2D

func (sr *Splitter) FocusChanged2D(change FocusChanges)

func (*Splitter) Init2D

func (sr *Splitter) Init2D()

func (*Splitter) Layout2D

func (sr *Splitter) Layout2D(parBBox image.Rectangle, iter int) bool

func (*Splitter) MouseEvent added in v0.9.11

func (sr *Splitter) MouseEvent()

func (*Splitter) MouseScrollEvent added in v1.0.0

func (sr *Splitter) MouseScrollEvent()

func (*Splitter) PointToRelPos added in v0.9.11

func (sr *Splitter) PointToRelPos(pt image.Point) image.Point

func (*Splitter) Render2D

func (sr *Splitter) Render2D()

func (*Splitter) RenderSplitter added in v1.0.5

func (sr *Splitter) RenderSplitter()

RenderSplitter does the default splitter rendering

func (*Splitter) Size2D

func (sr *Splitter) Size2D(iter int)

func (*Splitter) SplitView added in v0.9.11

func (sr *Splitter) SplitView() *SplitView

SplitView returns our parent split view

func (*Splitter) SplitterEvents added in v0.9.11

func (sr *Splitter) SplitterEvents()

func (*Splitter) Style2D

func (sr *Splitter) Style2D()

func (*Splitter) UpdateSplitterPos

func (sr *Splitter) UpdateSplitterPos()

type Sprite added in v0.9.8

type Sprite struct {
	On     bool                           `desc:"whether this sprite is active now or not"`
	Name   string                         `desc:"unique name of sprite"`
	Props  ki.Props                       `desc:"properties for sprite -- allows user-extensible data"`
	Geom   Geom2DInt                      `desc:"position and size of the image within the overlay window texture"`
	Pixels *image.RGBA                    `desc:"pixels to render -- should be same size as Geom.Size"`
	Events map[oswin.EventType]*ki.Signal `desc:"optional event signals for given event type"`
}

A Sprite is just an image (with optional background) that can be drawn onto the OverTex overlay texture of a window. Sprites are used for cursors and for dynamic editing / interactive GUI elements (e.g., drag-n-drop elments)

func NewSprite added in v1.3.0

func NewSprite(nm string, sz image.Point, pos image.Point) *Sprite

NewSprite returns a new sprite with given name, which must remain invariant and unique among all sprites in use, and is used for all access -- prefix with package and type name to ensure uniqueness. Starts out in inactive state -- must call ActivateSprite. If size is 0, no image is made.

func (*Sprite) ConnectEvent added in v1.2.0

func (sp *Sprite) ConnectEvent(recv ki.Ki, et oswin.EventType, fun ki.RecvFunc)

ConnectEvent adds a Signal connection for given event type to given receiver. only mouse events are supported. Sprite events are always top priority -- if mouse is inside sprite geom, then it is sent if event function does not mark event as processed, it will continue to propagate

func (*Sprite) DisconnectAllEvents added in v1.2.0

func (sp *Sprite) DisconnectAllEvents()

DisconnectAllEvents removes all event connections for this sprite

func (*Sprite) DisconnectEvent added in v1.2.0

func (sp *Sprite) DisconnectEvent(recv ki.Ki, et oswin.EventType, fun ki.RecvFunc)

DisconnectEvent removes Signal connection for given event type to given receiver.

func (*Sprite) GrabRenderFrom added in v0.9.8

func (sp *Sprite) GrabRenderFrom(nii Node2D)

GrabRenderFrom grabs the rendered image from given node

func (*Sprite) SetBottomPos added in v0.9.8

func (sp *Sprite) SetBottomPos(pos image.Point)

SetBottomPos sets the sprite's bottom position to given point the Geom.Pos represents its top position

func (*Sprite) SetSize added in v1.2.3

func (sp *Sprite) SetSize(nwsz image.Point) bool

SetSize sets sprite image to given size -- makes a new image (does not resize) returns true if a new image was set

type Sprites added in v0.9.8

type Sprites struct {
	Names    ordmap.Map[string, *Sprite] `desc:"map of uniquely named sprites"`
	SzAlloc  szalloc.SzAlloc             `desc:"allocation of sprites by size for rendering"`
	Modified bool                        `desc:"set to true if sprites have been modified since last config"`
	Active   int                         `desc:"number of active sprites"`
}

Sprites manages a collection of sprites organized by size and name

func (*Sprites) Add added in v1.3.0

func (ss *Sprites) Add(sp *Sprite)

Add adds sprite to list, and returns the image index and layer index within that for given sprite. If name already exists on list, then it is returned, with size allocation updated as needed.

func (*Sprites) AllocSizes added in v1.3.0

func (ss *Sprites) AllocSizes()

AllocSizes allocates the sprites by size to fixed set of images and layers

func (*Sprites) Delete added in v1.3.0

func (ss *Sprites) Delete(sp *Sprite)

Delete deletes sprite by name, returning indexes where it was located. All sprite images must be updated when this occurs, as indexes may have shifted.

func (*Sprites) HasSizeChanged added in v1.3.0

func (ss *Sprites) HasSizeChanged() bool

HasSizeChanged returns true if a sprite's size has changed relative to its last allocated value, in SzAlloc. Returns true and sets Modified flag to true if so.

func (*Sprites) Init added in v1.3.0

func (ss *Sprites) Init()

func (*Sprites) Reset added in v1.3.0

func (ss *Sprites) Reset()

Reset removes all sprites

func (*Sprites) SpriteByName added in v1.3.0

func (ss *Sprites) SpriteByName(name string) (*Sprite, bool)

SpriteByName returns the sprite by name

type Stretch

type Stretch struct {
	WidgetBase
}

Stretch adds an infinitely stretchy element for spacing out layouts (max-size = -1) set the width / height property to determine how much it takes relative to other stretchy elements

func AddNewStretch added in v0.9.7

func AddNewStretch(parent ki.Ki, name string) *Stretch

AddNewStretch adds a new stretch to given parent node, with given name.

func (*Stretch) CopyFieldsFrom added in v0.9.8

func (st *Stretch) CopyFieldsFrom(frm interface{})

func (*Stretch) Layout2D

func (st *Stretch) Layout2D(parBBox image.Rectangle, iter int) bool

func (*Stretch) Style2D

func (st *Stretch) Style2D()

type Stripes

type Stripes int32

Stripes defines stripes options for elements that can render striped backgrounds

const (
	NoStripes Stripes = iota
	RowStripes
	ColStripes
	StripesN
)

func (*Stripes) FromString

func (i *Stripes) FromString(s string) error

func (Stripes) MarshalJSON

func (ev Stripes) MarshalJSON() ([]byte, error)

func (Stripes) String

func (i Stripes) String() string

func (*Stripes) UnmarshalJSON

func (ev *Stripes) UnmarshalJSON(b []byte) error

type StyleSheet

type StyleSheet struct {
	Node2DBase
	Sheet *css.Stylesheet
}

StyleSheet is a Node2D node that contains a stylesheet -- property values contained in this sheet can be transformed into ki.Props and set in CSS field of appropriate node

func AddNewStyleSheet added in v0.9.7

func AddNewStyleSheet(parent ki.Ki, name string) *StyleSheet

AddNewStyleSheet adds a new CSS stylesheet to given parent node, with given name.

func (*StyleSheet) CSSProps

func (ss *StyleSheet) CSSProps() ki.Props

CSSProps returns the properties for each of the rules in this style sheet, suitable for setting the CSS value of a node -- returns nil if empty sheet

func (*StyleSheet) CopyFieldsFrom added in v1.2.3

func (ss *StyleSheet) CopyFieldsFrom(frm interface{})

func (*StyleSheet) ParseString

func (ss *StyleSheet) ParseString(str string) error

ParseString parses the string into a StyleSheet of rules, which can then be used for extracting properties

type TabButton

type TabButton struct {
	Action
	NoDelete bool `desc:"if true, this tab does not have the delete button avail"`
}

TabButton is a larger select action and a small close action. Indicator icon is used for close icon.

func (*TabButton) ConfigParts

func (tb *TabButton) ConfigParts()

func (*TabButton) ConfigPartsDeleteButton added in v0.9.11

func (tb *TabButton) ConfigPartsDeleteButton()

func (*TabButton) TabView

func (tb *TabButton) TabView() *TabView

type TabView

type TabView struct {
	Layout
	MaxChars     int          `desc:"maximum number of characters to include in tab label -- elides labels that are longer than that"`
	TabViewSig   ki.Signal    `copy:"-" json:"-" xml:"-" desc:"signal for tab widget -- see TabViewSignals for the types"`
	NewTabButton bool         `desc:"show a new tab button at right of list of tabs"`
	NoDeleteTabs bool         `desc:"if true, tabs are not user-deleteable"`
	NewTabType   reflect.Type `desc:"type of widget to create in a new tab via new tab button -- Frame by default"`
	Mu           sync.Mutex   `` /* 157-byte string literal not displayed */
}

TabView switches among child widgets via tabs. The selected widget gets the full allocated space avail after the tabs are accounted for. The TabView is just a Vertical layout that manages two child widgets: a HorizFlow Layout for the tabs (which can flow across multiple rows as needed) and a Stacked Frame that actually contains all the children, and provides scrollbars as needed to any content within. Typically should have max stretch and a set preferred size, so it expands.

func AddNewTabView added in v0.9.7

func AddNewTabView(parent ki.Ki, name string) *TabView

AddNewTabView adds a new tabview to given parent node, with given name.

func (*TabView) AddNewTab

func (tv *TabView) AddNewTab(typ reflect.Type, label string) Node2D

AddNewTab adds a new widget as a new tab of given widget type, with given tab label, and returns the new widget

func (*TabView) AddNewTabAction

func (tv *TabView) AddNewTabAction(typ reflect.Type, label string) Node2D

AddNewTabAction adds a new widget as a new tab of given widget type, with given tab label, and returns the new widget -- emits TabAdded signal

func (*TabView) AddNewTabFrame added in v1.2.8

func (tv *TabView) AddNewTabFrame(typ reflect.Type, label string) (Node2D, *Frame)

AddNewTabFrame adds a new widget as a new tab of given widget type, with given tab label, and returns the new widget. A Frame is added first and the widget is added to that Frame. The Frame has "-frame" suffix added to name.

func (*TabView) AddNewTabLayout added in v1.2.8

func (tv *TabView) AddNewTabLayout(typ reflect.Type, label string) (Node2D, *Layout)

AddNewTabLayout adds a new widget as a new tab of given widget type, with given tab label, and returns the new widget. A Layout is added first and the widget is added to that layout. The Layout has "-lay" suffix added to name.

func (*TabView) AddTab

func (tv *TabView) AddTab(widg Node2D, label string) int

AddTab adds a widget as a new tab, with given tab label, and returns the index of that tab

func (*TabView) Config added in v1.2.3

func (tv *TabView) Config()

Config initializes the tab widget children if it hasn't been done yet

func (*TabView) ConfigNewTabButton

func (tv *TabView) ConfigNewTabButton() bool

ConfigNewTabButton configures the new tab + button at end of list of tabs

func (*TabView) CopyFieldsFrom added in v0.9.8

func (tv *TabView) CopyFieldsFrom(frm interface{})

func (*TabView) CurTab

func (tv *TabView) CurTab() (Node2D, int, bool)

CurTab returns currently-selected tab, and its index -- returns false none

func (*TabView) DeleteTabIndex

func (tv *TabView) DeleteTabIndex(idx int, destroy bool) (Node2D, string, bool)

DeleteTabIndex deletes tab at given index, optionally calling destroy on tab contents -- returns widget if destroy == false, tab name, and bool success

func (*TabView) DeleteTabIndexAction

func (tv *TabView) DeleteTabIndexAction(idx int)

DeleteTabIndexAction deletes tab at given index using destroy flag, and emits TabDeleted signal with name of deleted tab this is called by the delete button on the tab

func (*TabView) Disconnect added in v0.9.8

func (tv *TabView) Disconnect()

func (*TabView) Frame

func (tv *TabView) Frame() *Frame

Frame returns the stacked frame layout -- the second element

func (*TabView) InsertNewTab

func (tv *TabView) InsertNewTab(typ reflect.Type, label string, idx int) Node2D

InsertNewTab inserts a new widget of given type into given index position within list of tabs, and returns that new widget

func (*TabView) InsertTab

func (tv *TabView) InsertTab(widg Node2D, label string, idx int)

InsertTab inserts a widget into given index position within list of tabs

func (*TabView) InsertTabOnlyAt

func (tv *TabView) InsertTabOnlyAt(widg Node2D, label string, idx int)

InsertTabOnlyAt inserts just the tab at given index -- after panel has already been added to frame -- assumed to be wrapped in update. Generally for internal use.

func (*TabView) NTabs

func (tv *TabView) NTabs() int

NTabs returns number of tabs

func (*TabView) RecycleTab added in v0.9.11

func (tv *TabView) RecycleTab(label string, typ reflect.Type, sel bool) Node2D

RecycleTab returns a tab with given name, first by looking for an existing one, and if not found, making a new one with widget of given type. If sel, then select it. returns widget for tab.

func (*TabView) Render2D

func (tv *TabView) Render2D()

func (*TabView) RenderTabSeps

func (tv *TabView) RenderTabSeps()

RenderTabSeps renders the separators between tabs

func (*TabView) RenumberTabs

func (tv *TabView) RenumberTabs()

RenumberTabs assigns proper index numbers to each tab

func (*TabView) SelectTabByName

func (tv *TabView) SelectTabByName(label string) Node2D

SelectTabByName selects tab by name, returning it.

func (*TabView) SelectTabByNameTry added in v0.9.7

func (tv *TabView) SelectTabByNameTry(label string) (Node2D, error)

SelectTabByNameTry selects tab by name, returning it. Returns error if not found.

func (*TabView) SelectTabIndex

func (tv *TabView) SelectTabIndex(idx int) (Node2D, bool)

SelectTabIndex selects tab at given index, returning it -- returns false if index is invalid

func (*TabView) SelectTabIndexAction

func (tv *TabView) SelectTabIndexAction(idx int)

SelectTabIndexAction selects tab at given index and emits selected signal, with the index of the selected tab -- this is what is called when a tab is clicked

func (*TabView) Style2D

func (tv *TabView) Style2D()

func (*TabView) TabAtIndex

func (tv *TabView) TabAtIndex(idx int) (Node2D, *TabButton, bool)

TabAtIndex returns content widget and tab button at given index, false if index out of range (emits log message)

func (*TabView) TabByName

func (tv *TabView) TabByName(label string) Node2D

TabByName returns tab with given name (nil if not found -- see TabByNameTry)

func (*TabView) TabByNameTry added in v0.9.7

func (tv *TabView) TabByNameTry(label string) (Node2D, error)

TabByNameTry returns tab with given name, and an error if not found.

func (*TabView) TabIndexByName added in v0.9.7

func (tv *TabView) TabIndexByName(label string) (int, error)

TabIndexByName returns tab index for given tab name, and an error if not found.

func (*TabView) TabName

func (tv *TabView) TabName(idx int) string

TabName returns tab name at given index

func (*TabView) Tabs

func (tv *TabView) Tabs() *Frame

Tabs returns the layout containing the tabs -- the first element within us

func (*TabView) UnselectOtherTabs

func (tv *TabView) UnselectOtherTabs(idx int)

UnselectOtherTabs turns off all the tabs except given one

type TabViewSignals

type TabViewSignals int64

TabViewSignals are signals that the TabView can send

const (
	// TabSelected indicates tab was selected -- data is the tab index
	TabSelected TabViewSignals = iota

	// TabAdded indicates tab was added -- data is the tab index
	TabAdded

	// TabDeleted indicates tab was deleted -- data is the tab name
	TabDeleted

	TabViewSignalsN
)

func (*TabViewSignals) FromString

func (i *TabViewSignals) FromString(s string) error

func (TabViewSignals) String

func (i TabViewSignals) String() string

type TextField

type TextField struct {
	PartsWidgetBase
	Txt          string                       `json:"-" xml:"text" desc:"the last saved value of the text string being edited"`
	Placeholder  string                       `json:"-" xml:"placeholder" desc:"text that is displayed when the field is empty, in a lower-contrast manner"`
	ClearAct     bool                         `xml:"clear-act" desc:"add a clear action x at right side of edit, set from clear-act property (inherited) -- on by default"`
	CursorWidth  units.Value                  `xml:"cursor-width" desc:"width of cursor -- set from cursor-width property (inherited)"`
	Edited       bool                         `json:"-" xml:"-" desc:"true if the text has been edited relative to the original"`
	EditTxt      []rune                       `json:"-" xml:"-" desc:"the live text string being edited, with latest modifications -- encoded as runes"`
	MaxWidthReq  int                          `` /* 199-byte string literal not displayed */
	EffSize      mat32.Vec2                   `copy:"-" json:"-" xml:"-" desc:"effective size, subtracting the close widget"`
	StartPos     int                          `copy:"-" json:"-" xml:"-" desc:"starting display position in the string"`
	EndPos       int                          `copy:"-" json:"-" xml:"-" desc:"ending display position in the string"`
	CursorPos    int                          `copy:"-" json:"-" xml:"-" desc:"current cursor position"`
	CharWidth    int                          `copy:"-" json:"-" xml:"-" desc:"approximate number of chars that can be displayed at any time -- computed from font size etc"`
	SelectStart  int                          `copy:"-" json:"-" xml:"-" desc:"starting position of selection in the string"`
	SelectEnd    int                          `copy:"-" json:"-" xml:"-" desc:"ending position of selection in the string"`
	SelectInit   int                          `copy:"-" json:"-" xml:"-" desc:"initial selection position -- where it started"`
	SelectMode   bool                         `copy:"-" json:"-" xml:"-" desc:"if true, select text as cursor moves"`
	TextFieldSig ki.Signal                    `copy:"-" json:"-" xml:"-" view:"-" desc:"signal for line edit -- see TextFieldSignals for the types"`
	RenderAll    girl.Text                    `copy:"-" json:"-" xml:"-" desc:"render version of entire text, for sizing"`
	RenderVis    girl.Text                    `copy:"-" json:"-" xml:"-" desc:"render version of just visible text"`
	StateStyles  [TextFieldStatesN]gist.Style `copy:"-" json:"-" xml:"-" desc:"normal style and focus style"`
	FontHeight   float32                      `copy:"-" json:"-" xml:"-" desc:"font height, cached during styling"`
	BlinkOn      bool                         `copy:"-" json:"-" xml:"-" desc:"oscillates between on and off for blinking"`
	CursorMu     sync.Mutex                   `copy:"-" json:"-" xml:"-" view:"-" desc:"mutex for updating cursor between blinker and field"`
	Complete     *Complete                    `copy:"-" json:"-" xml:"-" desc:"functions and data for textfield completion"`
	NoEcho       bool                         `copy:"-" json:"-" xml:"-" desc:"replace displayed characters with bullets to conceal text"`
}

TextField is a widget for editing a line of text

var BlinkingTextField *TextField

BlinkingTextField is the text field that is blinking

func AddNewTextField added in v0.9.7

func AddNewTextField(parent ki.Ki, name string) *TextField

AddNewTextField adds a new textfield to given parent node, with given name.

func (*TextField) AutoScroll

func (tf *TextField) AutoScroll()

AutoScroll scrolls the starting position to keep the cursor visible

func (*TextField) CancelComplete

func (tf *TextField) CancelComplete()

CancelComplete cancels any pending completion -- call this when new events have moved beyond any prior completion scenario

func (*TextField) CharStartPos

func (tf *TextField) CharStartPos(charidx int, wincoords bool) mat32.Vec2

CharStartPos returns the starting render coords for the given character position in string -- makes no attempt to rationalize that pos (i.e., if not in visible range, position will be out of range too). if wincoords is true, then adds window box offset -- for cursor, popups

func (*TextField) Clear

func (tf *TextField) Clear()

Clear clears any existing text

func (*TextField) ClearCursor

func (tf *TextField) ClearCursor()

ClearCursor turns off cursor and stops it from blinking

func (*TextField) ClearSelected

func (tf *TextField) ClearSelected()

ClearSelected resets both the global selected flag and any current selection

func (*TextField) CompleteExtend

func (tf *TextField) CompleteExtend(s string)

CompleteExtend inserts the extended seed at the current cursor position

func (*TextField) CompleteText

func (tf *TextField) CompleteText(s string)

CompleteText edits the text field using the string chosen from the completion menu

func (*TextField) ConfigParts

func (tf *TextField) ConfigParts()

func (*TextField) ConnectEvents2D

func (tf *TextField) ConnectEvents2D()

func (*TextField) Copy

func (tf *TextField) Copy(reset bool)

Copy copies any selected text to the clipboard. Satisfies Clipper interface -- can be extended in subtypes. optionally resetting the current selection

func (*TextField) CopyFieldsFrom added in v0.9.8

func (tf *TextField) CopyFieldsFrom(frm interface{})

func (*TextField) CursorBackspace

func (tf *TextField) CursorBackspace(steps int)

CursorBackspace deletes character(s) immediately before cursor

func (*TextField) CursorBackward

func (tf *TextField) CursorBackward(steps int)

CursorBackward moves the cursor backward

func (*TextField) CursorDelete

func (tf *TextField) CursorDelete(steps int)

CursorDelete deletes character(s) immediately after the cursor

func (*TextField) CursorEnd

func (tf *TextField) CursorEnd()

CursorEnd moves the cursor to the end of the text

func (*TextField) CursorForward

func (tf *TextField) CursorForward(steps int)

CursorForward moves the cursor forward

func (*TextField) CursorKill

func (tf *TextField) CursorKill()

CursorKill deletes text from cursor to end of text

func (*TextField) CursorSprite

func (tf *TextField) CursorSprite() *Sprite

CursorSprite returns the Sprite for the cursor (which is only rendered once with a vertical bar, and just activated and inactivated depending on render status)

func (*TextField) CursorStart

func (tf *TextField) CursorStart()

CursorStart moves the cursor to the start of the text, updating selection if select mode is active

func (*TextField) Cut

func (tf *TextField) Cut()

Cut cuts any selected text and adds it to the clipboard

func (*TextField) DeleteSelection

func (tf *TextField) DeleteSelection() string

DeleteSelection deletes any selected text, without adding to clipboard -- returns text deleted

func (*TextField) Disconnect added in v0.9.8

func (tf *TextField) Disconnect()

func (*TextField) EditDeFocused

func (tf *TextField) EditDeFocused()

EditDeFocused completes editing and copies the active edited text to the text -- called when field is made inactive due to interactions elsewhere.

func (*TextField) EditDone

func (tf *TextField) EditDone()

EditDone completes editing and copies the active edited text to the text -- called when the return key is pressed or goes out of focus

func (*TextField) FocusChanged2D

func (tf *TextField) FocusChanged2D(change FocusChanges)

func (*TextField) HandleMouseEvent

func (tf *TextField) HandleMouseEvent(me *mouse.Event)

HandleMouseEvent handles the mouse.Event

func (*TextField) HasSelection

func (tf *TextField) HasSelection() bool

HasSelection returns whether there is a selected region of text

func (*TextField) Init2D

func (tf *TextField) Init2D()

func (*TextField) InsertAtCursor

func (tf *TextField) InsertAtCursor(str string)

InsertAtCursor inserts given text at current cursor position

func (*TextField) IsFocusActive

func (tf *TextField) IsFocusActive() bool

IsFocusActive returns true if we have active focus for keyboard input

func (*TextField) IsWordBreak

func (tf *TextField) IsWordBreak(r rune) bool

IsWordBreak defines what counts as a word break for the purposes of selecting words

func (*TextField) KeyChordEvent

func (tf *TextField) KeyChordEvent()

func (*TextField) KeyInput

func (tf *TextField) KeyInput(kt *key.ChordEvent)

KeyInput handles keyboard input into the text field and from the completion menu

func (*TextField) Layout2D

func (tf *TextField) Layout2D(parBBox image.Rectangle, iter int) bool

func (*TextField) MakeContextMenu

func (tf *TextField) MakeContextMenu(m *Menu)

func (*TextField) MimeData added in v0.9.11

func (tf *TextField) MimeData(md *mimedata.Mimes)

MimeData adds selection to mimedata. Satisfies Clipper interface -- can be extended in subtypes.

func (*TextField) MouseDragEvent

func (tf *TextField) MouseDragEvent()

func (*TextField) MouseEvent

func (tf *TextField) MouseEvent()

func (*TextField) MouseFocusEvent

func (tf *TextField) MouseFocusEvent()

func (*TextField) OfferComplete

func (tf *TextField) OfferComplete(forceComplete bool)

OfferComplete pops up a menu of possible completions

func (*TextField) Paste

func (tf *TextField) Paste()

Paste inserts text from the clipboard at current cursor position -- if cursor is within a current selection, that selection is replaced. Satisfies Clipper interface -- can be extended in subtypes.

func (*TextField) PixelToCursor

func (tf *TextField) PixelToCursor(pixOff float32) int

PixelToCursor finds the cursor position that corresponds to the given pixel location

func (*TextField) Render2D

func (tf *TextField) Render2D()

func (*TextField) RenderCursor

func (tf *TextField) RenderCursor(on bool)

RenderCursor renders the cursor on or off, as a sprite that is either on or off

func (*TextField) RenderSelect

func (tf *TextField) RenderSelect()

RenderSelect renders the selected region, if any, underneath the text

func (*TextField) RenderTextField added in v1.0.5

func (tf *TextField) RenderTextField()

func (*TextField) Revert

func (tf *TextField) Revert()

Revert aborts editing and reverts to last saved text

func (*TextField) ScrollLayoutToCursor

func (tf *TextField) ScrollLayoutToCursor() bool

ScrollLayoutToCursor scrolls any scrolling layout above us so that the cursor is in view

func (*TextField) SelectAll

func (tf *TextField) SelectAll()

SelectAll selects all the text

func (*TextField) SelectModeToggle

func (tf *TextField) SelectModeToggle()

SelectModeToggle toggles the SelectMode, updating selection with cursor movement

func (*TextField) SelectRegUpdate

func (tf *TextField) SelectRegUpdate(pos int)

SelectRegUpdate updates current select region based on given cursor position relative to SelectStart position

func (*TextField) SelectReset

func (tf *TextField) SelectReset()

SelectReset resets the selection

func (*TextField) SelectUpdate

func (tf *TextField) SelectUpdate()

SelectUpdate updates the select region after any change to the text, to keep it in range

func (*TextField) SelectWord

func (tf *TextField) SelectWord()

SelectWord selects the word (whitespace delimited) that the cursor is on

func (*TextField) Selection

func (tf *TextField) Selection() string

Selection returns the currently selected text

func (*TextField) SetCompleter

func (tf *TextField) SetCompleter(data interface{}, matchFun complete.MatchFunc, editFun complete.EditFunc)

SetCompleter sets completion functions so that completions will automatically be offered as the user types

func (*TextField) SetCursorFromPixel

func (tf *TextField) SetCursorFromPixel(pixOff float32, selMode mouse.SelectModes)

SetCursorFromPixel finds cursor location from pixel offset relative to WinBBox of text field, and sets current cursor to it, updating selection as well

func (*TextField) SetText

func (tf *TextField) SetText(txt string)

SetText sets the text to be edited and reverts any current edit to reflect this new text

func (*TextField) Size2D

func (tf *TextField) Size2D(iter int)

func (*TextField) StartCharPos

func (tf *TextField) StartCharPos(idx int) float32

StartCharPos returns the starting position of the given rune

func (*TextField) StartCursor

func (tf *TextField) StartCursor()

StartCursor starts the cursor blinking and renders it

func (*TextField) StopCursor

func (tf *TextField) StopCursor()

StopCursor stops the cursor from blinking

func (*TextField) Style2D

func (tf *TextField) Style2D()

func (*TextField) StyleTextField

func (tf *TextField) StyleTextField()

StyleTextField does text field styling -- sets StyMu Lock

func (*TextField) Text

func (tf *TextField) Text() string

Text returns the current text -- applies any unapplied changes first, and sends a signal if so -- this is the end-user method to get the current value of the field.

func (*TextField) TextFieldEvents

func (tf *TextField) TextFieldEvents()

func (*TextField) TextWidth

func (tf *TextField) TextWidth(st, ed int) float32

TextWidth returns the text width in dots between the two text string positions (ed is exclusive -- +1 beyond actual char)

func (*TextField) UpdateRenderAll

func (tf *TextField) UpdateRenderAll() bool

type TextFieldSignals

type TextFieldSignals int64

TextFieldSignals are signals that that textfield can send

const (
	// TextFieldDone is main signal -- return or tab was pressed and the edit was
	// intentionally completed.  data is the text.
	TextFieldDone TextFieldSignals = iota

	// TextFieldDeFocused means that the user has transitioned focus away from
	// the text field due to interactions elsewhere, and any ongoing changes have been
	// applied and the editor is no longer active.  data is the text.
	// If you have a button that performs the same action as pressing enter in a textfield,
	// then pressing that button will trigger a TextFieldDeFocused event, for any active
	// edits.  Otherwise, you probably want to respond to both TextFieldDone and
	// TextFieldDeFocused as "apply" events that trigger actions associated with the field.
	TextFieldDeFocused

	// TextFieldSelected means that some text was selected (for Inactive state,
	// selection is via WidgetSig)
	TextFieldSelected

	// TextFieldCleared means the clear button was clicked
	TextFieldCleared

	// TextFieldInsert is emitted when a character is inserted into the textfield
	TextFieldInsert

	// TextFieldBackspace is emitted when a character before cursor is deleted
	TextFieldBackspace

	// TextFieldDelete is emitted when a character after cursor is deleted
	TextFieldDelete

	TextFieldSignalsN
)

func (*TextFieldSignals) FromString

func (i *TextFieldSignals) FromString(s string) error

func (TextFieldSignals) String

func (i TextFieldSignals) String() string

type TextFieldStates

type TextFieldStates int32

TextFieldStates are mutually-exclusive textfield states -- determines appearance

const (
	// normal state -- there but not being interacted with
	TextFieldActive TextFieldStates = iota

	// textfield is the focus -- will respond to keyboard input
	TextFieldFocus

	// inactive -- not editable
	TextFieldInactive

	// selected -- for inactive state, can select entire element
	TextFieldSel

	TextFieldStatesN
)

func (*TextFieldStates) FromString

func (i *TextFieldStates) FromString(s string) error

func (TextFieldStates) String

func (i TextFieldStates) String() string

type ToolBar

type ToolBar struct {
	Layout
}

ToolBar is a Layout (typically LayoutHoriz) that renders a gradient background and is useful for holding Actions that do things

func AddNewToolBar added in v0.9.7

func AddNewToolBar(parent ki.Ki, name string) *ToolBar

AddNewToolBar adds a new toolbar to given parent node, with given name.

func (*ToolBar) AddAction

func (tb *ToolBar) AddAction(opts ActOpts, sigTo ki.Ki, fun ki.RecvFunc) *Action

AddAction adds an action to the toolbar using given options, and connects the action signal to given receiver object and function, along with given data which is stored on the action and then passed in the action signal. Optional updateFunc is a function called prior to showing the menu to update the actions (enabled or not typically).

func (*ToolBar) AddSeparator added in v0.9.7

func (tb *ToolBar) AddSeparator(sepnm string) *Separator

AddSeparator adds a new separator to the toolbar -- automatically sets orientation depending on layout. All nodes need a name identifier.

func (*ToolBar) ConnectEvents2D

func (tb *ToolBar) ConnectEvents2D()

func (*ToolBar) CopyFieldsFrom added in v0.9.8

func (tb *ToolBar) CopyFieldsFrom(frm interface{})

func (*ToolBar) DeleteShortcuts added in v0.9.14

func (tb *ToolBar) DeleteShortcuts()

DeleteShortcuts deletes the shortcuts -- called when destroyed

func (*ToolBar) Destroy added in v0.9.14

func (tb *ToolBar) Destroy()

func (*ToolBar) FindActionByName

func (tb *ToolBar) FindActionByName(name string) (*Action, bool)

FindActionByName finds an action on the toolbar, or any sub-menu, with given name (exact match) -- this is not the Text label but the Name of the element (for AddAction items, this is the same as Label or Icon (if Label is empty)) -- returns false if not found

func (*ToolBar) MouseFocusEvent

func (tb *ToolBar) MouseFocusEvent()

func (*ToolBar) Render2D

func (tb *ToolBar) Render2D()

func (*ToolBar) SetShortcuts added in v0.9.14

func (tb *ToolBar) SetShortcuts()

SetShortcuts sets the shortcuts to window associated with Toolbar Called in ConnectEvents2D()

func (*ToolBar) ToolBarStdRender

func (tb *ToolBar) ToolBarStdRender()

ToolBarStdRender does the standard rendering of the bar

func (*ToolBar) UpdateActions

func (tb *ToolBar) UpdateActions()

UpdateActions calls UpdateFunc on all actions in toolbar -- individual menus are automatically updated just prior to menu popup

type Transform3D

type Transform3D struct {
	Transform   mgl32.Mat4 // overall compiled transform
	Scale       mgl32.Vec3
	Translation mgl32.Vec3
	Orientation mgl32.Quat
}

3D transform

type Updater added in v0.9.8

type Updater interface {
	// Update updates anything in this type that might depend on other state
	// which could have just been changed.  It is the responsibility of the
	// type to determine what might have changed, or just generically update
	// everything assuming anything could have changed.
	Update()
}

Updater defines an interface for something that has an Update() method this will be called by GUI actions that update values of a type including struct, slice, and map views in giv

type User

type User struct {
	user.User
	Email string `desc:"default email address -- e.g., for recording changes in a version control system"`
}

User basic user information that might be needed for different apps

type ViewIFace

type ViewIFace interface {
	// CtxtMenuView configures a popup context menu according to the
	// "CtxtMenu" properties registered on the type for given value element,
	// through the kit.AddType method.  See
	// https://github.com/goki/gi/wiki/Views for full details on formats and
	// options for configuring the menu.  It looks first for "CtxtMenuActive"
	// or "CtxtMenuInactive" depending on inactive flag (which applies to the
	// gui view), so you can have different menus in those cases, and then
	// falls back on "CtxtMenu".  Returns false if there is no context menu
	// defined for this type, or on errors (which are programmer errors sent
	// to log).
	CtxtMenuView(val interface{}, inactive bool, vp *Viewport2D, menu *Menu) bool

	// GoGiEditor opens an interactive editor of given Ki tree, at its root
	GoGiEditor(obj ki.Ki)

	// PrefsView opens an interactive view of given preferences object
	PrefsView(prefs *Preferences)

	// KeyMapsView opens an interactive view of KeyMaps object
	KeyMapsView(maps *KeyMaps)

	// PrefsDetView opens an interactive view of given detailed preferences object
	PrefsDetView(prefs *PrefsDetailed)

	// HiStylesView opens an interactive view of custom or std highlighting styles.
	HiStylesView(std bool)

	// SetHiStyleDefault sets the current default histyle.StyleDefault
	SetHiStyleDefault(hsty HiStyleName)

	// HiStyleInit initializes the histyle package -- called during overall gi init.
	HiStyleInit()

	// PrefsDetDefaults gets current detailed prefs values as defaults
	PrefsDetDefaults(prefs *PrefsDetailed)

	// PrefsDetApply applies detailed preferences within giv scope
	PrefsDetApply(prefs *PrefsDetailed)

	// PrefsDbgView opens an interactive view of given debugging preferences object
	PrefsDbgView(prefs *PrefsDebug)
}

ViewIFace is an interface into the View GUI types in giv subpackage, allowing it to be a sub-package with just this narrow set of dependencies of gi on giv. The one impl is in giv/valueview.go.

var TheViewIFace ViewIFace

TheViewIFace is the implementation of the interface, defined in giv package

type Viewport added in v0.9.11

type Viewport interface {
	// VpTop returns the top-level Viewport, which could be this one
	// or a higher one.  VpTopNode and VpEventMgr should be called on
	// on the Viewport returned by this method.  For popups
	// this *not* the popup viewport but rather the window top viewport.
	VpTop() Viewport

	// VpTopNode returns the top node for this viewport.
	// must be called on VpTop()
	VpTopNode() Node

	// VpTopUpdateStart calls UpdateStart on VpTopNode2D().  Use this
	// for TopUpdateStart / End around multiple dispersed updates to
	// properly batch everything and prevent redundant updates.
	VpTopUpdateStart() bool

	// VpTopUpdateEnd calls UpdateEnd on VpTopNode2D().  Use this
	// for TopUpdateStart / End around multiple dispersed updates to
	// properly batch everything and prevent redundant updates.
	VpTopUpdateEnd(updt bool)

	// VpEventMgr returns the event manager for this viewport.
	// Must be called on VpTop().  Can be nil.
	VpEventMgr() *EventMgr

	// VpIsVisible returns true if this viewport is visible.
	// If false, rendering is aborted
	VpIsVisible() bool

	// VpUploadAll is the update call for the main viewport for a window --
	// calls UploadAllViewports in parent window, which uploads the main viewport
	// and any active popups etc over the top of that
	VpUploadAll()

	// VpUploadVp uploads our viewport image into the parent window -- e.g., called
	// by popups when updating separately
	VpUploadVp()

	// VpUploadRegion uploads node region of our viewport image
	VpUploadRegion(vpBBox, winBBox image.Rectangle)
}

Viewport provides an interface for viewports, supporting overall management functions that can be provided by more embedded viewports for example.

type Viewport2D

type Viewport2D struct {
	WidgetBase
	Fill         bool         `desc:"fill the viewport with background-color from style"`
	Geom         Geom2DInt    `desc:"Viewport-level viewbox within any parent Viewport2D"`
	Render       girl.State   `copy:"-" json:"-" xml:"-" view:"-" desc:"render state for rendering"`
	Pixels       *image.RGBA  `copy:"-" json:"-" xml:"-" view:"-" desc:"live pixels that we render into"`
	Win          *Window      `copy:"-" json:"-" xml:"-" desc:"our parent window that we render into"`
	CurStyleNode Node2D       `` /* 178-byte string literal not displayed */
	CurColor     gist.Color   `` /* 224-byte string literal not displayed */
	UpdtMu       sync.Mutex   `copy:"-" json:"-" xml:"-" view:"-" desc:"UpdtMu is mutex for viewport updates"`
	UpdtStack    []Node2D     `copy:"-" json:"-" xml:"-" view:"-" desc:"stack of nodes requring basic updating"`
	ReStack      []Node2D     `copy:"-" json:"-" xml:"-" view:"-" desc:"stack of nodes requiring a ReRender (i.e., anchors)"`
	StackMu      sync.Mutex   `copy:"-" json:"-" xml:"-" view:"-" desc:"StackMu is mutex for adding to UpdtStack"`
	StyleMu      sync.RWMutex `copy:"-" json:"-" xml:"-" view:"-" desc:"StyleMu is RW mutex protecting access to Style-related global vars"`
}

Viewport2D provides an image and a stack of Paint contexts for drawing onto the image with a convenience forwarding of the Paint methods operating on the current Paint

func NewViewport2D

func NewViewport2D(width, height int) *Viewport2D

NewViewport2D creates a new Pixels Image with the specified width and height, and initializes the renderer etc

func PopupMenu

func PopupMenu(menu Menu, x, y int, parVp *Viewport2D, name string) *Viewport2D

PopupMenu pops up a viewport with a layout that draws the supplied actions positions are relative to given viewport -- name is relevant base name to which Menu is appended

func PopupTooltip

func PopupTooltip(tooltip string, x, y int, parVp *Viewport2D, name string) *Viewport2D

PopupTooltip pops up a viewport displaying the tooltip text

func StringsChooserPopup

func StringsChooserPopup(strs []string, curSel string, recv Node2D, fun ki.RecvFunc) *Viewport2D

StringsChooserPopup creates a menu of the strings in the given string slice, and calls the given function on receiver when the user selects -- this is the ActionSig signal, coming from the Action for the given menu item -- the name of the Action is the string value, and the data will be the index in the slice. A string equal to curSel will be marked as selected. Location is from the ContextMenuPos of recv node.

func ValidViewport

func ValidViewport(avp *Viewport2D) *Viewport2D

ValidViewport finds a non-nil viewport, either using the provided one, or using the first main window's viewport

func (*Viewport2D) AsViewport2D

func (vp *Viewport2D) AsViewport2D() *Viewport2D

func (*Viewport2D) BBox2D

func (vp *Viewport2D) BBox2D() image.Rectangle

func (*Viewport2D) BlockUpdates added in v0.9.8

func (vp *Viewport2D) BlockUpdates()

BlockUpdates uses the UpdtMu lock to block all updates to this viewport. This is *ONLY* needed when structural updates to the scenegraph are being made from a different goroutine outside of the one this window's event loop is running on. This prevents an update from happening in the middle of the construction process and thus attempting to render garbage. Must call UnblockUpdates after construction is done.

func (*Viewport2D) ChildrenBBox2D

func (vp *Viewport2D) ChildrenBBox2D() image.Rectangle

func (*Viewport2D) ComputeBBox2D

func (vp *Viewport2D) ComputeBBox2D(parBBox image.Rectangle, delta image.Point)

func (*Viewport2D) ContextColor added in v1.1.0

func (vp *Viewport2D) ContextColor() gist.Color

ContextColor gets the current color in concurrent-safe way. Implements the gist.Context interface

func (*Viewport2D) ContextColorSpecByURL added in v1.1.0

func (vp *Viewport2D) ContextColorSpecByURL(url string) *gist.ColorSpec

ContextColorSpecByURL finds a Node by an element name (URL-like path), and attempts to convert it to a Gradient -- if successful, returns ColorSpec on that. Used for colorspec styling based on url() value.

func (*Viewport2D) CopyFieldsFrom added in v0.9.8

func (vp *Viewport2D) CopyFieldsFrom(frm interface{})

func (*Viewport2D) DeletePopup

func (vp *Viewport2D) DeletePopup()

Delete this popup viewport -- has already been disconnected from window events and parent is nil -- called by window when a popup is deleted -- it destroys the vp and its main layout, see VpFlagPopupDestroyAll for whether children are destroyed

func (*Viewport2D) DrawIntoParent

func (vp *Viewport2D) DrawIntoParent(parVp *Viewport2D)

DrawIntoParent draws our viewport image into parent's image -- this is the typical way that a sub-viewport renders (e.g., svg boxes, icons, etc -- not popups)

func (*Viewport2D) EncodePNG

func (vp *Viewport2D) EncodePNG(w io.Writer) error

EncodePNG encodes the image as a PNG and writes it to the provided io.Writer.

func (*Viewport2D) FillViewport

func (vp *Viewport2D) FillViewport()

func (*Viewport2D) FullReRenderIfNeeded added in v0.9.11

func (vp *Viewport2D) FullReRenderIfNeeded() bool

func (*Viewport2D) FullRender2DTree

func (vp *Viewport2D) FullRender2DTree()

FullRender2DTree is called by window and other places to completely re-render -- we set our flag when doing this so valueview elements (and anyone else) can do a deep re-build that is typically not otherwise needed (e.g., after non-signaling structs have updated)

func (*Viewport2D) Init2D

func (vp *Viewport2D) Init2D()

func (*Viewport2D) IsCompleter

func (vp *Viewport2D) IsCompleter() bool

func (*Viewport2D) IsCorrector

func (vp *Viewport2D) IsCorrector() bool

func (*Viewport2D) IsDoingFullRender

func (vp *Viewport2D) IsDoingFullRender() bool

func (*Viewport2D) IsMenu

func (vp *Viewport2D) IsMenu() bool

func (*Viewport2D) IsPopup

func (vp *Viewport2D) IsPopup() bool

func (*Viewport2D) IsSVG

func (vp *Viewport2D) IsSVG() bool

func (*Viewport2D) IsTooltip

func (vp *Viewport2D) IsTooltip() bool

func (*Viewport2D) IsUpdatingNode added in v0.9.8

func (vp *Viewport2D) IsUpdatingNode() bool

func (*Viewport2D) IsVisible

func (vp *Viewport2D) IsVisible() bool

func (*Viewport2D) Layout2D

func (vp *Viewport2D) Layout2D(parBBox image.Rectangle, iter int) bool

func (*Viewport2D) Move2D

func (vp *Viewport2D) Move2D(delta image.Point, parBBox image.Rectangle)

func (*Viewport2D) NeedsFullRender added in v0.9.8

func (vp *Viewport2D) NeedsFullRender() bool

func (*Viewport2D) NodeUpdated added in v0.9.8

func (vp *Viewport2D) NodeUpdated(nii Node2D, sig int64, data interface{})

NodeUpdated is called from SignalViewport2D when a valid node's NodeSig sent a signal usually after UpdateEnd.

func (*Viewport2D) PopBounds

func (vp *Viewport2D) PopBounds()

func (*Viewport2D) PrefSize added in v0.9.15

func (vp *Viewport2D) PrefSize(initSz image.Point) image.Point

PrefSize computes the preferred size of the viewport based on current contents. initSz is the initial size -- e.g., size of screen. Used for auto-sizing windows.

func (*Viewport2D) PushBounds

func (vp *Viewport2D) PushBounds() bool

we use our own render for these -- Viewport member is our parent!

func (*Viewport2D) ReRender2DAnchor

func (vp *Viewport2D) ReRender2DAnchor(gni Node2D)

ReRender2DAnchor re-renders an anchor node -- the KEY diff from ReRender2DNode is that it calls ReRender2DTree and not just Render2DTree! uploads updated bits to the window texture using Window.UploadVpRegion call. This should be covered by an outer UpdateStart / End bracket on Window to drive publishing changes, with suitable grouping if multiple updates

func (*Viewport2D) ReRender2DNode

func (vp *Viewport2D) ReRender2DNode(gni Node2D)

ReRender2DNode re-renders a specific node, including uploading updated bits to the window texture using Window.UploadVpRegion call. This should be covered by an outer UpdateStart / End bracket on Window to drive publishing changes, with suitable grouping if multiple updates

func (*Viewport2D) Render2D

func (vp *Viewport2D) Render2D()

func (*Viewport2D) RenderViewport2D

func (vp *Viewport2D) RenderViewport2D()

RenderViewport2D is the render action for the viewport itself -- either uploads image to window or draws into parent viewport

func (*Viewport2D) Resize

func (vp *Viewport2D) Resize(nwsz image.Point)

Resize resizes the viewport, creating a new image -- updates Geom Size

func (*Viewport2D) SavePNG

func (vp *Viewport2D) SavePNG(path string) error

SavePNG encodes the image as a PNG and writes it to disk.

func (*Viewport2D) SetCurStyleNode

func (vp *Viewport2D) SetCurStyleNode(node Node2D)

SetCurStyleNode sets the current styling node to given node, and nil to clear

func (*Viewport2D) SetCurWin

func (vp *Viewport2D) SetCurWin()

set our window pointer to point to the current window we are under

func (*Viewport2D) SetCurrentColor

func (vp *Viewport2D) SetCurrentColor(clr gist.Color)

SetCurrentColor sets the current color in concurrent-safe way

func (*Viewport2D) SetNeedsFullRender added in v0.9.8

func (vp *Viewport2D) SetNeedsFullRender()

SetNeedsFullRender sets the flag indicating that a full render of the viewport is needed it will do this immediately pending acquisition of the lock and through the standard updating channels, unless already updating.

func (*Viewport2D) Size2D

func (vp *Viewport2D) Size2D(iter int)

func (*Viewport2D) Style2D

func (vp *Viewport2D) Style2D()

func (*Viewport2D) UnblockUpdates added in v0.9.8

func (vp *Viewport2D) UnblockUpdates()

UnblockUpdates unblocks updating of this viewport -- see BlockUpdates()

func (*Viewport2D) UpdateLevel added in v0.9.8

func (vp *Viewport2D) UpdateLevel(nii Node2D, sig int64, data interface{}) (anchor Node2D, full bool)

UpdateLevel deteremines what level of updating a node requires

func (*Viewport2D) UpdateNode added in v0.9.8

func (vp *Viewport2D) UpdateNode(nii Node2D)

UpdateNode is called under UpdtMu lock and does the actual steps to update a given node

func (*Viewport2D) UpdateNodes added in v0.9.8

func (vp *Viewport2D) UpdateNodes()

UpdateNodes processes the current update signals and actually does the relevant updating

func (*Viewport2D) VpEventMgr added in v0.9.11

func (vp *Viewport2D) VpEventMgr() *EventMgr

func (*Viewport2D) VpIsVisible added in v0.9.11

func (vp *Viewport2D) VpIsVisible() bool

func (*Viewport2D) VpTop added in v0.9.11

func (vp *Viewport2D) VpTop() Viewport

func (*Viewport2D) VpTopNode added in v0.9.11

func (vp *Viewport2D) VpTopNode() Node

func (*Viewport2D) VpTopUpdateEnd added in v0.9.11

func (vp *Viewport2D) VpTopUpdateEnd(updt bool)

func (*Viewport2D) VpTopUpdateStart added in v0.9.11

func (vp *Viewport2D) VpTopUpdateStart() bool

func (*Viewport2D) VpUploadAll added in v0.9.11

func (vp *Viewport2D) VpUploadAll()

VpUploadAll is the update call for the main viewport for a window -- calls UploadAllViewports in parent window, which uploads the main viewport and any active popups etc over the top of that

func (*Viewport2D) VpUploadRegion added in v0.9.11

func (vp *Viewport2D) VpUploadRegion(vpBBox, winBBox image.Rectangle)

VpUploadRegion uploads node region of our viewport image

func (*Viewport2D) VpUploadVp added in v0.9.11

func (vp *Viewport2D) VpUploadVp()

VpUploadVp uploads our viewport image into the parent window -- e.g., called by popups when updating separately

type VpFlags added in v0.9.9

type VpFlags int

VpFlags extend NodeBase NodeFlags to hold viewport state

const (
	// VpFlagPopup means viewport is a popup (menu or dialog) -- does not obey
	// parent bounds (otherwise does)
	VpFlagPopup VpFlags = VpFlags(NodeFlagsN) + iota

	// VpFlagMenu means viewport is serving as a popup menu -- affects how window
	// processes clicks
	VpFlagMenu

	// VpFlagCompleter means viewport is serving as a popup menu for code completion --
	// only applies if the VpFlagMenu is also set
	VpFlagCompleter

	// VpFlagCorrector means viewport is serving as a popup menu for spelling correction --
	// only applies if the VpFlagMenu is also set
	VpFlagCorrector

	// VpFlagTooltip means viewport is serving as a tooltip
	VpFlagTooltip

	// VpFlagPopupDestroyAll means that if this is a popup, then destroy all
	// the children when it is deleted -- otherwise children below the main
	// layout under the vp will not be destroyed -- it is up to the caller to
	// manage those (typically these are reusable assets)
	VpFlagPopupDestroyAll

	// VpFlagSVG means that this viewport is an SVG viewport -- SVG elements
	// look for this for re-rendering
	VpFlagSVG

	// VpFlagUpdatingNode means that this viewport is currently handling the
	// update of a node, and is under the UpdtMu mutex lock.
	// This can be checked to see about whether to add another update or not.
	VpFlagUpdatingNode

	// VpFlagNeedsFullRender means that this viewport needs to do a full
	// render -- this is set during signal processing and will preempt
	// other lower-level updates etc.
	VpFlagNeedsFullRender

	// VpFlagDoingFullRender means that this viewport is currently doing a
	// full render -- can be used by elements to drive deep rebuild in case
	// underlying data has changed.
	VpFlagDoingFullRender

	// VpFlagPrefSizing means that this viewport is currently doing a
	// PrefSize computation to compute the size of the viewport
	// (for sizing window for example) -- affects layout size computation
	// only for Over
	VpFlagPrefSizing

	VpFlagsN
)

func StringToVpFlags added in v0.9.9

func StringToVpFlags(s string) (VpFlags, error)

func (VpFlags) String added in v0.9.9

func (i VpFlags) String() string

type WidgetBase

type WidgetBase struct {
	Node2DBase
	Tooltip      string       `desc:"text for tooltip for this widget -- can use HTML formatting"`
	Sty          gist.Style   `` /* 139-byte string literal not displayed */
	DefStyle     *gist.Style  `` /* 216-byte string literal not displayed */
	LayState     LayoutState  `copy:"-" json:"-" xml:"-" desc:"all the layout state information for this item"`
	WidgetSig    ki.Signal    `` /* 215-byte string literal not displayed */
	CtxtMenuFunc CtxtMenuFunc `` /* 233-byte string literal not displayed */
	StyMu        sync.RWMutex `copy:"-" view:"-" json:"-" xml:"-" desc:"mutex protecting updates to the style"`
}

WidgetBase is the base type for all Widget Node2D elements, which are managed by a containing Layout, and use all 5 rendering passes. All elemental widgets must support the Node Inactive and Selected states in a reasonable way (Selected only essential when also Inactive), so they can function appropriately in a chooser (e.g., SliceView or TableView) -- this includes toggling selection on left mouse press.

func (*WidgetBase) AddParentPos

func (wb *WidgetBase) AddParentPos() mat32.Vec2

AddParentPos adds the position of our parent to our layout position -- layout computations are all relative to parent position, so they are finally cached out at this stage also returns the size of the parent for setting units context relative to parent objects

func (*WidgetBase) AsWidget

func (wb *WidgetBase) AsWidget() *WidgetBase

func (*WidgetBase) BBox2D

func (wb *WidgetBase) BBox2D() image.Rectangle

func (*WidgetBase) BBoxFromAlloc

func (wb *WidgetBase) BBoxFromAlloc() image.Rectangle

BBoxFromAlloc gets our bbox from Layout allocation.

func (*WidgetBase) BoxSpace added in v1.0.5

func (wb *WidgetBase) BoxSpace() float32

BoxSpace returns the style BoxSpace value under read lock

func (*WidgetBase) ChildrenBBox2D

func (wb *WidgetBase) ChildrenBBox2D() image.Rectangle

func (*WidgetBase) ChildrenBBox2DWidget

func (wb *WidgetBase) ChildrenBBox2DWidget() image.Rectangle

ChildrenBBox2DWidget provides a basic widget box-model subtraction of margin and padding to children -- call in ChildrenBBox2D for most widgets

func (*WidgetBase) ComputeBBox2D

func (wb *WidgetBase) ComputeBBox2D(parBBox image.Rectangle, delta image.Point)

func (*WidgetBase) CopyFieldsFrom added in v0.9.8

func (wb *WidgetBase) CopyFieldsFrom(frm interface{})

func (*WidgetBase) Disconnect added in v0.9.8

func (wb *WidgetBase) Disconnect()

func (*WidgetBase) EmitContextMenuSignal

func (wb *WidgetBase) EmitContextMenuSignal()

EmitContextMenuSignal emits the WidgetContextMenu signal for this widget

func (*WidgetBase) EmitFocusedSignal

func (wb *WidgetBase) EmitFocusedSignal()

EmitFocusedSignal emits the WidgetFocused signal for this widget

func (*WidgetBase) EmitSelectedSignal

func (wb *WidgetBase) EmitSelectedSignal()

EmitSelectedSignal emits the WidgetSelected signal for this widget

func (*WidgetBase) FullReRenderIfNeeded

func (wb *WidgetBase) FullReRenderIfNeeded() bool

FullReRenderIfNeeded tests if the FullReRender flag has been set, and if so, calls ReRender2DTree and returns true -- call this at start of each Render2D

func (*WidgetBase) HoverTooltipEvent

func (wb *WidgetBase) HoverTooltipEvent()

HoverTooltipEvent connects to HoverEvent and pops up a tooltip -- most widgets should call this as part of their event connection method

func (*WidgetBase) Init2D

func (wb *WidgetBase) Init2D()

func (*WidgetBase) Init2DWidget

func (wb *WidgetBase) Init2DWidget()

Init2DWidget handles basic node initialization -- Init2D can then do special things

func (*WidgetBase) InitLayout2D

func (wb *WidgetBase) InitLayout2D() bool

func (*WidgetBase) Layout2D

func (wb *WidgetBase) Layout2D(parBBox image.Rectangle, iter int) bool

func (*WidgetBase) Layout2DBase

func (wb *WidgetBase) Layout2DBase(parBBox image.Rectangle, initStyle bool, iter int)

Layout2DBase provides basic Layout2D functions -- good for most cases

func (*WidgetBase) MakeContextMenu

func (wb *WidgetBase) MakeContextMenu(m *Menu)

func (*WidgetBase) Move2D

func (wb *WidgetBase) Move2D(delta image.Point, parBBox image.Rectangle)

func (*WidgetBase) Move2DBase

func (wb *WidgetBase) Move2DBase(delta image.Point, parBBox image.Rectangle)

Move2DBase does the basic move on this node

func (*WidgetBase) Move2DTree

func (wb *WidgetBase) Move2DTree()

Move2DTree does move2d pass -- each node iterates over children for maximum control -- this starts with parent ChildrenBBox and current delta -- can be called de novo

func (*WidgetBase) ParentLayout

func (wb *WidgetBase) ParentLayout() *Layout

ParentLayout returns the parent layout

func (*WidgetBase) PopBounds

func (wb *WidgetBase) PopBounds()

PopBounds pops our bounding-box bounds -- last step in Render2D after rendering children

func (*WidgetBase) PushBounds

func (wb *WidgetBase) PushBounds() bool

PushBounds pushes our bounding-box bounds onto the bounds stack if non-empty -- this limits our drawing to our own bounding box, automatically -- must be called as first step in Render2D returns whether the new bounds are empty or not -- if empty then don't render!

func (*WidgetBase) ReRender2DTree

func (wb *WidgetBase) ReRender2DTree()

ReRender2DTree does a re-render of the tree -- after it has already been initialized and styled -- redoes the full stack

func (*WidgetBase) Render2D

func (wb *WidgetBase) Render2D()

func (*WidgetBase) RenderBoxImpl

func (wb *WidgetBase) RenderBoxImpl(pos mat32.Vec2, sz mat32.Vec2, rad float32)

RenderBoxImpl implements the standard box model rendering -- assumes all paint params have already been set

func (*WidgetBase) RenderLock added in v1.0.5

func (wb *WidgetBase) RenderLock() (*girl.State, *girl.Paint, *gist.Style)

RenderLock returns the locked girl.State, Paint, and Style with StyMu locked. This should be called at start of widget-level rendering.

func (*WidgetBase) RenderStdBox

func (wb *WidgetBase) RenderStdBox(st *gist.Style)

RenderStdBox draws standard box using given style. girl.State and Style must already be locked at this point (RenderLock)

func (*WidgetBase) RenderUnlock added in v1.0.5

func (wb *WidgetBase) RenderUnlock(rs *girl.State)

RenderUnlock unlocks girl.State and style

func (*WidgetBase) Size2D

func (wb *WidgetBase) Size2D(iter int)

func (*WidgetBase) Size2DAddSpace

func (wb *WidgetBase) Size2DAddSpace()

Size2DAddSpace adds space to existing AllocSize

func (*WidgetBase) Size2DBase

func (wb *WidgetBase) Size2DBase(iter int)

func (*WidgetBase) Size2DFromWH

func (wb *WidgetBase) Size2DFromWH(w, h float32)

set our LayState.Alloc.Size from constraints

func (*WidgetBase) Size2DSubSpace

func (wb *WidgetBase) Size2DSubSpace() mat32.Vec2

Size2DSubSpace returns AllocSize minus 2 * BoxSpace -- the amount avail to the internal elements

func (*WidgetBase) Style

func (wb *WidgetBase) Style() *gist.Style

Style satisfies the Styler interface

func (*WidgetBase) Style2D

func (wb *WidgetBase) Style2D()

func (*WidgetBase) Style2DWidget

func (wb *WidgetBase) Style2DWidget()

Style2DWidget styles the Style values from node properties and optional base-level defaults -- for Widget-style nodes. must be called under a StyMu Lock

func (*WidgetBase) StylePart

func (wb *WidgetBase) StylePart(pk Node2D)

StylePart sets the style properties for a child in parts (or any other child) based on its name -- only call this when new parts were created -- name of properties is #partname (lower cased) and it should contain a ki.Props which is then added to the part's props -- this provides built-in defaults for parts, so it is separate from the CSS process

func (*WidgetBase) StyleRLock added in v1.0.5

func (wb *WidgetBase) StyleRLock()

StyleRLock does a read-lock for reading the style

func (*WidgetBase) StyleRUnlock added in v1.0.5

func (wb *WidgetBase) StyleRUnlock()

StyleRUnlock unlocks the read-lock

func (*WidgetBase) WidgetMouseEvents

func (wb *WidgetBase) WidgetMouseEvents(sel, ctxtMenu bool)

WidgetMouseEvents connects to either or both mouse events -- IMPORTANT: if you need to also connect to other mouse events, you must copy this code -- all processing of a mouse event must happen within one function b/c there can only be one registered per receiver and event type. sel = Left button mouse.Press event, toggles the selected state, and emits a SelectedEvent. ctxtMenu = connects to Right button mouse.Press event, and sends a WidgetSig WidgetContextMenu signal, followed by calling ContextMenu method -- signal can be used to change state prior to generating context menu, including setting a CtxtMenuFunc that removes all items and thus negates the presentation of any menu

type WidgetSignals

type WidgetSignals int64

WidgetSignals are general signals that all widgets can send, via WidgetSig signal

const (
	// WidgetSelected is triggered when a widget is selected, typically via
	// left mouse button click (see EmitSelectedSignal) -- is NOT contingent
	// on actual IsSelected status -- just reports the click event.
	// The data is the index of the selected item for multi-item widgets
	// (-1 = none / unselected)
	WidgetSelected WidgetSignals = iota

	// WidgetFocused is triggered when a widget receives keyboard focus (see
	// EmitFocusedSignal -- call in FocusChanged2D for gotFocus
	WidgetFocused

	// WidgetContextMenu is triggered when a widget receives a
	// right-mouse-button press, BEFORE generating and displaying the context
	// menu, so that relevant state can be updated etc (see
	// EmitContextMenuSignal)
	WidgetContextMenu

	WidgetSignalsN
)

func (*WidgetSignals) FromString

func (i *WidgetSignals) FromString(s string) error

func (WidgetSignals) String

func (i WidgetSignals) String() string

type WinEventRecv

type WinEventRecv struct {
	Recv ki.Ki
	Func ki.RecvFunc
	Data int
}

WinEventRecv is used to hold info about widgets receiving event signals to given function, used for sorting and delayed sending.

func (*WinEventRecv) Call

func (we *WinEventRecv) Call(send ki.Ki, sig int64, data interface{})

Call calls the function on the recv with the args

func (*WinEventRecv) Set

func (we *WinEventRecv) Set(r ki.Ki, f ki.RecvFunc, data int)

Set sets the recv and fun

type WinEventRecvList

type WinEventRecvList []WinEventRecv

func (*WinEventRecvList) Add

func (wl *WinEventRecvList) Add(recv ki.Ki, fun ki.RecvFunc, data int)

func (*WinEventRecvList) AddDepth

func (wl *WinEventRecvList) AddDepth(recv ki.Ki, fun ki.RecvFunc, par ki.Ki)

type WinFlags added in v0.9.9

type WinFlags int

WinFlags extend NodeBase NodeFlags to hold Window state

const (
	// WinFlagHasGeomPrefs indicates if this window has WinGeomPrefs setting that
	// sized it -- affects whether other default geom should be applied.
	WinFlagHasGeomPrefs WinFlags = WinFlags(NodeFlagsN) + iota

	// WinFlagUpdating is atomic flag around global updating -- routines can check IsWinUpdating and bail
	WinFlagUpdating

	// WinFlagIsClosing is atomic flag indicating window is closing
	WinFlagIsClosing

	// WinFlagIsResizing is atomic flag indicating window is resizing
	WinFlagIsResizing

	// WinFlagGotPaint have we received our first paint event yet?
	// ignore other window events before this point
	WinFlagGotPaint

	// WinFlagGotFocus indicates that have we received OSWin focus
	WinFlagGotFocus

	// WinFlagSentShow have we sent the show event yet?  Only ever sent ONCE
	WinFlagSentShow

	// WinFlagGoLoop true if we are running from GoStartEventLoop -- requires a WinWait.Done at end
	WinFlagGoLoop

	// WinFlagStopEventLoop is set when event loop stop is requested
	WinFlagStopEventLoop

	// WinFlagDoFullRender is set at event loop startup to trigger a full render once the window
	// is properly shown
	WinFlagDoFullRender

	// WinFlagFocusActive indicates if widget focus is currently in an active state or not
	WinFlagFocusActive

	WinFlagsN
)

func StringToWinFlags added in v0.9.9

func StringToWinFlags(s string) (WinFlags, error)

func (WinFlags) String added in v0.9.9

func (i WinFlags) String() string

type Window

type Window struct {
	NodeBase
	Title          string       `` /* 143-byte string literal not displayed */
	Data           interface{}  `` /* 188-byte string literal not displayed */
	OSWin          oswin.Window `` /* 126-byte string literal not displayed */
	EventMgr       EventMgr     `json:"-" xml:"-" desc:"event manager that handles dispersing events to nodes"`
	Viewport       *Viewport2D  `json:"-" xml:"-" desc:"convenience pointer to window's master viewport child that handles the rendering"`
	MasterVLay     *Layout      `` /* 126-byte string literal not displayed */
	MainMenu       *MenuBar     `` /* 144-byte string literal not displayed */
	Sprites        Sprites      `json:"-" xml:"-" desc:"sprites are named images that are rendered last overlaying everything else."`
	SpriteDragging string       `json:"-" xml:"-" desc:"name of sprite that is being dragged -- sprite event function is responsible for setting this."`
	UpMu           sync.Mutex   `json:"-" xml:"-" view:"-" desc:"mutex that protects all updating / uploading of Textures"`
	Shortcuts      Shortcuts    `` /* 165-byte string literal not displayed */
	Popup          ki.Ki        `json:"-" xml:"-" desc:"Current popup viewport that gets all events"`
	PopupStack     []ki.Ki      `json:"-" xml:"-" desc:"stack of popups"`
	NextPopup      ki.Ki        `json:"-" xml:"-" desc:"this popup will be pushed at the end of the current event cycle -- use SetNextPopup"`
	PopupFocus     ki.Ki        `json:"-" xml:"-" desc:"node to focus on when next popup is activated -- use SetNextPopup"`
	DelPopup       ki.Ki        `json:"-" xml:"-" desc:"this popup will be popped at the end of the current event cycle -- use SetDelPopup"`
	PopMu          sync.RWMutex `json:"-" xml:"-" view:"-" desc:"read-write mutex that protects popup updating and access"`

	DirDraws WindowDrawers       `desc:"dir draws are direct upload regions -- direct uploaders upload their images directly to an image here"`
	PopDraws WindowDrawers       // popup regions
	UpdtRegs WindowUpdates       // misc vp update regions
	Phongs   []*vphong.Phong     `view:"-" json:"-" xml:"-" desc:"this popup will be popped at the end of the current event cycle -- use SetDelPopup"`
	Frames   []*vgpu.RenderFrame `view:"-" json:"-" xml:"-" desc:"this popup will be popped at the end of the current event cycle -- use SetDelPopup"`
	// contains filtered or unexported fields
}

Window provides an OS-specific window and all the associated event handling. Widgets connect to event signals to receive relevant GUI events. There is a master Viewport that contains the full bitmap image of the window, onto which most widgets render. For main windows (not dialogs or other popups), there is a master vertical layout under the Viewport (MasterVLay), whose first element is the MainMenu for the window (which can be empty, in which case it is not displayed). On MacOS, this main menu updates the overall menubar, and also can show the local menu (on by default).

Widgets should always use methods to access / set state, and generally should not do much directly with the window. Almost everything here needs to be guarded by various mutexes. Leaving everything accessible so expert outside access is still possible in a pinch, but again don't use it unless you know what you're doing (and it might change over time too..)

Rendering logic:

  • vdraw.Drawer manages all rendering to the window surface, provided via the OSWin window, using vulkan stored images (16 max)
  • Order is: Base Viewport2D (image 0), then direct uploads, popups, and sprites.
  • DirectUps (e.g., gi3d.Scene) directly upload their own texture to a Draw image (note: cannot upload directly to window as this prevents popups and overlays)
  • Popups (which have their own Viewports)
  • Sprites are managed as layered textures of the same size, to enable unlimited number packed into a few descriptors for standard sizes.

func NewDialogWin

func NewDialogWin(name, title string, width, height int, modal bool) *Window

NewDialogWin creates a new dialog window with given internal handle name, display name, and sizing (assumed to be in raw dots), without setting its main viewport -- user should do win.AddChild(vp); win.Viewport = vp to set their own viewport.

func NewMainWindow added in v0.9.10

func NewMainWindow(name, title string, width, height int) *Window

NewMainWindow creates a new standard main window with given internal handle name, display name, and sizing, with default positioning, and initializes a viewport within it. The width and height are in standardized "pixel" units (96 per inch), not the actual underlying raw display dot pixels

func NewWindow

func NewWindow(name, title string, opts *oswin.NewWindowOptions) *Window

NewWindow creates a new window with given internal name handle, display name, and options.

func RecycleDialogWin added in v0.9.10

func RecycleDialogWin(data interface{}, name, title string, width, height int, modal bool) (*Window, bool)

RecycleDialogWin looks for existing window with same Data -- if found brings that to the front, returns true for bool. else (and if data is nil) calls NewDialogWin, and returns false.

func RecycleMainWindow added in v0.9.10

func RecycleMainWindow(data interface{}, name, title string, width, height int) (*Window, bool)

RecycleMainWindow looks for existing window with same Data -- if found brings that to the front, returns true for bool. else (and if data is nil) calls NewDialogWin, and returns false.

func WindowInFocus added in v0.9.11

func WindowInFocus() *Window

WindowInFocus returns the window in focus according to oswin. There is a small chance it could be nil.

func (*Window) ActivateSprite

func (w *Window) ActivateSprite(nm string)

ActivateSprite flags the sprite as active, and increments number of Active Sprites, so that it will actually be rendered. it is assumed that the image has not changed.

func (*Window) AddDirectUploader added in v0.9.8

func (w *Window) AddDirectUploader(node Node2D) int

AddDirectUploader adds given node to those that have a DirectWinUpload method and directly render to the Drawer Texture via their own method. This is for gi3d.Scene for example. Returns the index of the image to upload to.

func (*Window) AddMainMenu

func (w *Window) AddMainMenu() *MenuBar

AddMainMenu installs MainMenu as first element of main layout used for dialogs that don't always have a main menu -- returns menubar -- safe to call even if there is a menubar

func (*Window) AddShortcut

func (w *Window) AddShortcut(chord key.Chord, act *Action)

AddShortcut adds given shortcut to given action.

func (*Window) AddSprite

func (w *Window) AddSprite(sp *Sprite)

AddSprite adds an existing sprite to list of sprites, using the sprite.Name as the unique name key.

func (*Window) BenchmarkFullRender

func (w *Window) BenchmarkFullRender()

BenchmarkFullRender runs benchmark of 50 full re-renders (full restyling, layout, and everything), reporting targeted profile results and generating standard Go cpu.prof and mem.prof outputs.

func (*Window) BenchmarkReRender

func (w *Window) BenchmarkReRender()

BenchmarkReRender runs benchmark of 50 re-render-only updates of display (just the raw rendering, no styling or layout), reporting targeted profile results and generating standard Go cpu.prof and mem.prof outputs.

func (*Window) ClearDragNDrop

func (w *Window) ClearDragNDrop()

ClearDragNDrop clears any existing DND values.

func (*Window) ClearWinUpdating

func (w *Window) ClearWinUpdating()

ClearWinUpdating sets the window updating state to false if not already updating

func (*Window) Close

func (w *Window) Close()

Close closes the window -- this is not a request -- it means: definitely close it -- flags window as such -- check IsClosing()

func (*Window) ClosePopup

func (w *Window) ClosePopup(pop ki.Ki) bool

ClosePopup close given popup -- must be the current one -- returns false if not.

func (*Window) CloseReq

func (w *Window) CloseReq()

CloseReq requests that the window be closed -- could be rejected

func (*Window) Closed

func (w *Window) Closed()

Closed frees any resources after the window has been closed.

func (*Window) ConfigSprites added in v1.3.0

func (w *Window) ConfigSprites()

ConfigSprites updates the Drawer configuration of sprites. Does a new SzAlloc, and sets corresponding images.

func (*Window) ConfigVLay

func (w *Window) ConfigVLay()

ConfigVLay creates and configures the vertical layout as first child of Viewport, and installs MainMenu as first element of layout.

func (*Window) CurPopup

func (w *Window) CurPopup() ki.Ki

CurPopup returns the current popup, protected with read mutex

func (*Window) CurPopupIsTooltip

func (w *Window) CurPopupIsTooltip() bool

CurPopupIsTooltip returns true if current popup is a tooltip

func (*Window) DNDClearCursor

func (w *Window) DNDClearCursor()

DNDClearCursor clears any existing DND cursor that might have been set.

func (*Window) DNDDropEvent

func (w *Window) DNDDropEvent(e *mouse.Event)

DNDDropEvent handles drag-n-drop drop event (action = release).

func (*Window) DNDMoveEvent

func (w *Window) DNDMoveEvent(e *mouse.DragEvent)

DNDMoveEvent handles drag-n-drop move events.

func (*Window) DNDNotCursor

func (w *Window) DNDNotCursor()

DNDNotCursor sets the cursor to Not = can't accept a drop

func (*Window) DNDSetCursor

func (w *Window) DNDSetCursor(dmod dnd.DropMods)

DNDSetCursor sets the cursor based on the DND event mod -- does a "PushIfNot" so safe for multiple calls.

func (*Window) DNDUpdateCursor

func (w *Window) DNDUpdateCursor(dmod dnd.DropMods) bool

DNDUpdateCursor updates the cursor based on the current DND event mod if different from current (but no update if Not)

func (*Window) DeleteDirectUploader added in v0.9.8

func (w *Window) DeleteDirectUploader(node Node2D)

DeleteDirectUploader removes given node to those that have a DirectWinUpload method.

func (*Window) DeleteShortcut added in v0.9.14

func (w *Window) DeleteShortcut(chord key.Chord, act *Action)

DeleteShortcut deletes given shortcut

func (*Window) DeleteSprite added in v0.9.8

func (w *Window) DeleteSprite(nm string) bool

DeleteSprite deletes given sprite, returns true if actually deleted. requires updating other sprites of same size -- use Inactivate if any chance of re-use.

func (*Window) DeleteTooltip added in v0.9.11

func (w *Window) DeleteTooltip()

DeleteTooltip deletes any tooltip popup (called when hover ends)

func (*Window) DisconnectPopup

func (w *Window) DisconnectPopup(pop ki.Ki)

DisconnectPopup disconnects given popup -- typically the current one.

func (*Window) DrawSprites added in v1.3.0

func (w *Window) DrawSprites()

DrawSprites draws sprites

func (*Window) EventLoop

func (w *Window) EventLoop()

EventLoop runs the event processing loop for the Window -- grabs oswin events for the window and dispatches them to receiving nodes, and manages other state etc (popups, etc).

func (*Window) EventTopNode added in v0.9.11

func (w *Window) EventTopNode() ki.Ki

func (*Window) EventTopUpdateEnd added in v0.9.11

func (w *Window) EventTopUpdateEnd(updt bool)

func (*Window) EventTopUpdateStart added in v0.9.11

func (w *Window) EventTopUpdateStart() bool

func (*Window) FilterEvent added in v0.9.9

func (w *Window) FilterEvent(evi oswin.Event) bool

FilterEvent filters repeated laggy events -- key for responsive resize, scroll, etc returns false if event should not be processed further, and true if it should.

func (*Window) FinalizeDragNDrop

func (w *Window) FinalizeDragNDrop(action dnd.DropMods)

FinalizeDragNDrop is called by a node to finalize the drag-n-drop operation, after given action has been performed on the target -- allows target to cancel, by sending dnd.DropIgnore.

func (*Window) FocusActiveClick

func (w *Window) FocusActiveClick(e *mouse.Event)

FocusActiveClick updates the FocusActive status based on mouse clicks in or out of the focused item

func (*Window) FocusInactivate

func (w *Window) FocusInactivate()

FocusInactivate inactivates the current focus element

func (*Window) FocusTopNode added in v0.9.11

func (w *Window) FocusTopNode() ki.Ki

func (*Window) FullReRender

func (w *Window) FullReRender()

FullReRender performs a full re-render of the window -- each node renders into its viewport, aggregating into the main window viewport, which will drive an UploadAllViewports call after all the rendering is done, and signal the publishing of the window after that

func (*Window) GoStartEventLoop

func (w *Window) GoStartEventLoop()

GoStartEventLoop starts the event processing loop for this window in a new goroutine, and returns immediately. Adds to WinWait waitgroup so a main thread can wait on that for all windows to close.

func (*Window) HasGeomPrefs

func (w *Window) HasGeomPrefs() bool

HasGeomPrefs returns true if geometry prefs were set already

func (*Window) HiPriorityEvents added in v0.9.9

func (w *Window) HiPriorityEvents(evi oswin.Event) bool

HiProrityEvents processes High-priority events for Window. Window gets first crack at these events, and handles window-specific ones returns true if processing should continue and false if was handled

func (*Window) InactivateAllSprites

func (w *Window) InactivateAllSprites()

InactivateAllSprites inactivates all sprites

func (*Window) InactivateSprite

func (w *Window) InactivateSprite(nm string)

InactivateSprite flags the sprite as inactive, and decrements number of Active Sprites, so that it will not be rendered.

func (*Window) InitialFocus added in v0.9.8

func (w *Window) InitialFocus()

InitialFocus establishes the initial focus for the window if no focus is set -- uses ActivateStartFocus or FocusNext as backup.

func (*Window) IsClosed

func (w *Window) IsClosed() bool

IsClosed reports if the window has been closed

func (*Window) IsClosing

func (w *Window) IsClosing() bool

IsClosing returns true if window has requested to close -- don't attempt to update it any further

func (*Window) IsFocusActive added in v0.9.11

func (w *Window) IsFocusActive() bool

IsFocusActive returns true if window has focus active flag set

func (*Window) IsInScope

func (w *Window) IsInScope(k ki.Ki, popup bool) bool

IsInScope returns true if the given object is in scope for receiving events. If popup is true, then only items on popup are in scope, otherwise items NOT on popup are in scope (if no popup, everything is in scope).

func (*Window) IsResizing

func (w *Window) IsResizing() bool

IsResizing means the window is actively being resized by user -- don't try to update otherwise

func (*Window) IsVisible

func (w *Window) IsVisible() bool

IsVisible is the main visibility check -- don't do any window updates if not visible!

func (*Window) IsWinUpdating

func (w *Window) IsWinUpdating() bool

IsWinUpdating checks if we are already updating window

func (*Window) IsWindowInFocus

func (w *Window) IsWindowInFocus() bool

IsWindowInFocus returns true if this window is the one currently in focus

func (*Window) KeyChordEventHiPri

func (w *Window) KeyChordEventHiPri(e *key.ChordEvent) bool

KeyChordEventHiPri handles all the high-priority window-specific key events, returning its input on whether any existing popup should be deleted

func (*Window) KeyChordEventLowPri

func (w *Window) KeyChordEventLowPri(e *key.ChordEvent) bool

KeyChordEventLowPri handles all the lower-priority window-specific key events, returning its input on whether any existing popup should be deleted

func (*Window) LogicalDPI

func (w *Window) LogicalDPI() float32

LogicalDPI returns the current logical dots-per-inch resolution of the window, which should be used for most conversion of standard units -- physical DPI can be found in the Screen

func (*Window) MainFrame added in v0.9.10

func (w *Window) MainFrame() (*Frame, error)

MainFrame returns the main widget for this window as a Frame returns error if not there, or not a frame.

func (*Window) MainMenuSet

func (w *Window) MainMenuSet()

MainMenuSet sets the main menu for the window, after window.Focus event

func (*Window) MainMenuUpdateActives

func (w *Window) MainMenuUpdateActives()

MainMenuUpdateActives needs to be called whenever items on the main menu for this window have their IsActive status updated.

func (*Window) MainMenuUpdateWindows

func (w *Window) MainMenuUpdateWindows()

MainMenuUpdateWindows updates a Window menu with a list of active menus.

func (*Window) MainMenuUpdated

func (w *Window) MainMenuUpdated()

MainMenuUpdated needs to be called whenever the main menu for this window is updated in terms of items added or removed.

func (*Window) MainWidget

func (w *Window) MainWidget() (ki.Ki, error)

MainWidget returns the main widget for this window -- 2nd element in MasterVLay -- returns error if not yet set.

func (*Window) Minimize added in v1.0.16

func (w *Window) Minimize()

Minimize requests that the window be iconified, making it no longer visible or active -- rendering should not occur for minimized windows.

func (*Window) NeedWinMenuUpdate

func (w *Window) NeedWinMenuUpdate() bool

NeedWinMenuUpdate returns true if our lastWinMenuUpdate is != WinNewCloseTime

func (*Window) PollEvents added in v0.9.9

func (w *Window) PollEvents()

PollEvents first tells the main event loop to check for any gui events now and then it runs the event processing loop for the Window as long as there are events to be processed, and then returns.

func (*Window) PopPopup

func (w *Window) PopPopup(pop ki.Ki) bool

PopPopup pops current popup off the popup stack and set to current popup. returns true if was actually popped. MUST be called within PopMu.Lock scope!

func (*Window) ProcessEvent added in v0.9.9

func (w *Window) ProcessEvent(evi oswin.Event)

ProcessEvent processes given oswin.Event

func (*Window) Publish

func (w *Window) Publish()

Publish does the final step of updating of the window based on the current texture (and overlay texture if active)

func (*Window) PushPopup

func (w *Window) PushPopup(pop ki.Ki)

PushPopup pushes current popup onto stack and set new popup.

func (*Window) Raise added in v1.0.16

func (w *Window) Raise()

Raise requests that the window be at the top of the stack of windows, and receive focus. If it is iconified, it will be de-iconified. This is the only supported mechanism for de-iconifying.

func (*Window) ReportWinNodes

func (w *Window) ReportWinNodes()

ReportWinNodes reports the number of nodes in this window

func (*Window) ResetUpdateRegions added in v1.3.0

func (w *Window) ResetUpdateRegions()

ResetUpdateRegions resets any existing window update regions and grabs the current state of the window viewport for subsequent rendering. This is protected by update mutex and suitable for random calls eg., when a window is scrolling and positions are then invalid.

func (*Window) ResetUpdateRegionsImpl added in v1.3.0

func (w *Window) ResetUpdateRegionsImpl()

ResetUpdateRegionsImpl resets any existing window update regions and grabs the current state of the window and popup viewports for subsequent rendering.

func (*Window) Resized

func (w *Window) Resized(sz image.Point)

Resized updates internal buffers after a window has been resized.

func (*Window) SelSpriteEvent added in v1.2.3

func (w *Window) SelSpriteEvent(evi oswin.Event)

SpriteEvent processes given event for any active sprites

func (*Window) SendCustomEvent

func (w *Window) SendCustomEvent(data interface{})

SendCustomEvent sends a custom event with given data to this window -- widgets can connect to receive CustomEventType events to receive them. Sometimes it is useful to send a custom event just to trigger a pass through the event loop, even if nobody is listening (e.g., if a popup is posted without a surrounding event, as in Complete.ShowCompletions

func (*Window) SendShowEvent

func (w *Window) SendShowEvent()

SendShowEvent sends the WindowShowEvent to anyone listening -- only sent once..

func (*Window) SendWinFocusEvent

func (w *Window) SendWinFocusEvent(act window.Actions)

SendWinFocusEvent sends the WindowFocusEvent to widgets

func (*Window) SetCloseCleanFunc added in v0.9.7

func (w *Window) SetCloseCleanFunc(fun func(win *Window))

SetCloseCleanFunc sets the function that is called whenever window is actually about to close (irrevocably) -- can do any necessary last-minute cleanup here.

func (*Window) SetCloseReqFunc added in v0.9.7

func (w *Window) SetCloseReqFunc(fun func(win *Window))

SetCloseReqFunc sets the function that is called whenever there is a request to close the window (via a OS or a call to CloseReq() method). That function can then adjudicate whether and when to actually call Close.

func (*Window) SetDelPopup

func (w *Window) SetDelPopup(pop ki.Ki)

SetDelPopup sets the popup to delete next time through event loop

func (*Window) SetFocusActiveState added in v0.9.11

func (w *Window) SetFocusActiveState(active bool)

SetFocusActiveState sets focus active flag to given state

func (*Window) SetMainFrame

func (w *Window) SetMainFrame() *Frame

SetMainFrame sets the main widget of this window as a Frame, with a default column-wise vertical layout and max stretch sizing, and returns that frame.

func (*Window) SetMainLayout

func (w *Window) SetMainLayout() *Layout

SetMainLayout sets the main widget of this window as a Layout, with a default column-wise vertical layout and max stretch sizing, and returns it.

func (*Window) SetMainWidget

func (w *Window) SetMainWidget(mw ki.Ki)

SetMainWidget sets given widget as the main widget for the window -- adds into MasterVLay after main menu -- if a main widget has already been set then it is deleted and this one replaces it. Use this method to ensure future compatibility.

func (*Window) SetMainWidgetType

func (w *Window) SetMainWidgetType(typ reflect.Type, name string) ki.Ki

SetMainWidgetType sets the main widget of this window to given type (typically a Layout or Frame), and returns it. Adds into MasterVLay after main menu -- if a main widget has already been set then it is deleted and this one replaces it. Use this method to ensure future compatibility.

func (*Window) SetName

func (w *Window) SetName(name string)

SetName sets name of this window and also the OSWin, and applies any window geometry settings associated with the new name if it is different from before

func (*Window) SetNextPopup

func (w *Window) SetNextPopup(pop, focus ki.Ki)

SetNextPopup sets the next popup, and what to focus on in that popup if non-nil

func (*Window) SetPixSize added in v0.9.10

func (w *Window) SetPixSize(sz image.Point)

SetPixSize requests that the window be resized to the given size in underlying pixel coordinates, which means that the requested size is divided by the screen's DevicePixelRatio

func (*Window) SetSize

func (w *Window) SetSize(sz image.Point)

SetSize requests that the window be resized to the given size in OS window manager specific coordinates, which may be different from the underlying pixel-level resolution of the window. This will trigger a resize event and be processed that way when it occurs.

func (*Window) SetTitle

func (w *Window) SetTitle(name string)

SetTitle sets title of this window and also the OSWin

func (*Window) SetWinUpdating

func (w *Window) SetWinUpdating()

SetWinUpdating sets the window updating state to true if not already updating

func (*Window) ShouldDeletePopupMenu

func (w *Window) ShouldDeletePopupMenu(pop ki.Ki, me *mouse.Event) bool

ShouldDeletePopupMenu returns true if the given popup item should be deleted

func (*Window) SpriteByName added in v0.9.5

func (w *Window) SpriteByName(nm string) (*Sprite, bool)

SpriteByName returns a sprite by name -- false if not created yet

func (*Window) StartDragNDrop

func (w *Window) StartDragNDrop(src ki.Ki, data mimedata.Mimes, sp *Sprite)

StartDragNDrop is called by a node to start a drag-n-drop operation on given source node, which is responsible for providing the data and Sprite representation of the node.

func (*Window) StartEventLoop

func (w *Window) StartEventLoop()

StartEventLoop is the main startup method to call after the initial window configuration is setup -- does any necessary final initialization and then starts the event loop in this same goroutine, and does not return until the window is closed -- see GoStartEventLoop for a version that starts in a separate goroutine and returns immediately.

func (*Window) StopEventLoop

func (w *Window) StopEventLoop()

StopEventLoop tells the event loop to stop running when the next event arrives.

func (*Window) TriggerShortcut

func (w *Window) TriggerShortcut(chord key.Chord) bool

TriggerShortcut attempts to trigger a shortcut, returning true if one was triggered, and false otherwise. Also eliminates any shortcuts with deleted actions, and does not trigger for Inactive actions.

func (*Window) UploadAllViewports

func (w *Window) UploadAllViewports()

UploadAllViewports does a complete upload of all active viewports, in the proper order, so as to completely refresh the window texture based on everything rendered

func (*Window) UploadVp

func (w *Window) UploadVp(vp *Viewport2D, offset image.Point)

UploadVp uploads entire viewport image for given viewport -- e.g., for popups etc updating separately

func (*Window) UploadVpRegion

func (w *Window) UploadVpRegion(vp *Viewport2D, vpBBox, winBBox image.Rectangle)

UploadVpRegion uploads image for one viewport region on the screen, using vpBBox bounding box for the viewport, and winBBox bounding box for the window -- called after re-rendering specific nodes to update only the relevant part of the overall viewport image

func (*Window) WinViewport2D

func (w *Window) WinViewport2D() *Viewport2D

WinViewport2D returns the viewport directly under this window that serves as the master viewport for the entire window.

func (*Window) ZoomDPI

func (w *Window) ZoomDPI(steps int)

ZoomDPI -- positive steps increase logical DPI, negative steps decrease it, in increments of 6 dots to keep fonts rendering clearly.

type WindowDrawers added in v1.3.0

type WindowDrawers struct {
	StartIdx int  `desc:"starting index for this set of Nodes"`
	MaxIdx   int  `desc:"max index (exclusive) for this set of Nodes"`
	FlipY    bool `desc:"set to true to flip Y axis in drawing these images"`

	Nodes *ordmap.Map[*NodeBase, image.Rectangle] `desc:"ordered map of nodes with window bounding box"`
}

WindowDrawers are a list of gi.Node objects that draw directly to the window. This list manages the index for the vdraw image index holding this image.

func (*WindowDrawers) Add added in v1.3.0

func (wu *WindowDrawers) Add(node Node, winBBox image.Rectangle) (int, bool)

Add adds a new node, returning index to store for given winBBox (could be existing), and bool = true if new index exceeds max range

func (*WindowDrawers) Delete added in v1.3.0

func (wu *WindowDrawers) Delete(node Node)

Delete removes given node from list of drawers

func (*WindowDrawers) DrawImages added in v1.3.0

func (wu *WindowDrawers) DrawImages(drw *vdraw.Drawer)

DrawImages iterates over regions and calls Copy on given vdraw.Drawer for each region

func (*WindowDrawers) Idx added in v1.3.0

func (wu *WindowDrawers) Idx(idx int) int

Idx returns the given 0-based index plus StartIdx

func (*WindowDrawers) Init added in v1.3.0

func (wu *WindowDrawers) Init()

Init checks if ordered map needs to be allocated

func (*WindowDrawers) Reset added in v1.3.0

func (wu *WindowDrawers) Reset()

Reset resets the ordered map

func (*WindowDrawers) SetIdxRange added in v1.3.0

func (wu *WindowDrawers) SetIdxRange(st, n int)

SetIdxRange sets the index range based on starting index and n

func (*WindowDrawers) SetWinBBox added in v1.3.0

func (wu *WindowDrawers) SetWinBBox(idx int, bbox image.Rectangle)

SetWinBBox sets the window BBox for given element, indexed by its allocated index relative to StartIdx

type WindowGeom

type WindowGeom struct {
	DPI float32
	DPR float32
	SX  int
	SY  int
	PX  int
	PY  int
}

WindowGeom records the geometry settings used for a given window

func (*WindowGeom) FitInSize added in v0.9.10

func (wg *WindowGeom) FitInSize(sz image.Point)

func (*WindowGeom) Pos

func (wg *WindowGeom) Pos() image.Point

func (*WindowGeom) ScalePos added in v0.9.10

func (wg *WindowGeom) ScalePos(fact float32)

func (*WindowGeom) ScaleSize added in v0.9.10

func (wg *WindowGeom) ScaleSize(fact float32)

func (*WindowGeom) SetPos added in v0.9.10

func (wg *WindowGeom) SetPos(ps image.Point)

func (*WindowGeom) SetSize added in v0.9.10

func (wg *WindowGeom) SetSize(sz image.Point)

func (*WindowGeom) Size

func (wg *WindowGeom) Size() image.Point

type WindowGeomPrefs

type WindowGeomPrefs map[string]map[string]WindowGeom

WindowGeomPrefs records the window geometry by window name, screen name -- looks up the info automatically for new windows and saves persistently

func (*WindowGeomPrefs) DeleteAll

func (wg *WindowGeomPrefs) DeleteAll()

DeleteAll deletes the file that saves the position and size of each window, by screen, and clear current in-memory cache. You shouldn't need to use this but sometimes useful for testing.

func (*WindowGeomPrefs) LockFile

func (wg *WindowGeomPrefs) LockFile() error

LockFile attempts to create the win_geom_prefs lock file

func (*WindowGeomPrefs) NeedToReload

func (wg *WindowGeomPrefs) NeedToReload() bool

NeedToReload returns true if the last save time of prefs file is more recent than when we last saved

func (*WindowGeomPrefs) Open

func (wg *WindowGeomPrefs) Open() error

Open Window Geom preferences from GoGi standard prefs directory called under mutex or at start

func (*WindowGeomPrefs) Pref

func (wg *WindowGeomPrefs) Pref(winName string, scrn *oswin.Screen) *WindowGeom

Pref returns an existing preference for given window name, or one adapted to given screen if only records are on a different screen -- if scrn is nil then default (first) screen is used from oswin.TheApp if the window name has a colon, only the part prior to the colon is used

func (*WindowGeomPrefs) RecordPref

func (wg *WindowGeomPrefs) RecordPref(win *Window)

RecordPref records current state of window as preference

func (*WindowGeomPrefs) Save

func (wg *WindowGeomPrefs) Save() error

Save Window Geom Preferences to GoGi standard prefs directory assumed to be under mutex and lock still

func (*WindowGeomPrefs) SaveLastSave

func (wg *WindowGeomPrefs) SaveLastSave()

SaveLastSave saves timestamp (now) of last save to win geom

func (*WindowGeomPrefs) UnlockFile

func (wg *WindowGeomPrefs) UnlockFile()

UnLockFile unlocks the win_geom_prefs lock file (just removes it)

type WindowList

type WindowList []*Window

WindowList is a list of windows.

var AllWindows WindowList

AllWindows is the list of all windows that have been created (dialogs, main windows, etc).

var DialogWindows WindowList

DialogWindows is the list of only dialog windows that have been created.

var MainWindows WindowList

MainWindows is the list of main windows (non-dialogs) that have been created.

func (*WindowList) Add

func (wl *WindowList) Add(w *Window)

Add adds a window to the list.

func (*WindowList) Delete

func (wl *WindowList) Delete(w *Window) bool

Delete removes a window from the list -- returns true if deleted.

func (*WindowList) FindData added in v0.9.10

func (wl *WindowList) FindData(data interface{}) (*Window, bool)

FindData finds window with given Data on list -- returns window and true if found, nil, false otherwise. data of type string works fine -- does equality comparison on string contents.

func (*WindowList) FindName

func (wl *WindowList) FindName(name string) (*Window, bool)

FindName finds window with given name on list (case sensitive) -- returns window and true if found, nil, false otherwise.

func (*WindowList) FindOSWin added in v0.9.11

func (wl *WindowList) FindOSWin(osw oswin.Window) (*Window, bool)

FindOSWin finds window with given oswin.Window on list -- returns window and true if found, nil, false otherwise.

func (*WindowList) FocusNext

func (wl *WindowList) FocusNext() (*Window, int)

FocusNext focuses on the next window in the list, after the current Focused() one skips minimized windows

func (*WindowList) Focused

func (wl *WindowList) Focused() (*Window, int)

Focused returns the (first) window in this list that has the WinFlagGotFocus flag set and the index in the list (nil, -1 if not present)

func (*WindowList) Len

func (wl *WindowList) Len() int

Len returns the length of the list, concurrent-safe

func (*WindowList) Win

func (wl *WindowList) Win(idx int) *Window

Win gets window at given index, concurrent-safe

type WindowUpdates added in v1.3.0

type WindowUpdates struct {
	StartIdx  int   `desc:"starting index for this set of regions"`
	MaxIdx    int   `desc:"max index (exclusive) for this set of regions"`
	Order     []int `desc:"order of updates to draw -- when an existing image is updated it goes to the top of the stack."`
	BeforeDir []int `desc:"updates that must be drawn before direct uploads because they fully occlude them"`

	Updates *ordmap.Map[image.Rectangle, *Viewport2D] `desc:"ordered map of updates -- order (indx) is the image"`
}

WindowUpdates are a list of window update regions -- manages the index for a window bounding box region, which corresponds to the vdraw image index holding this image. Automatically handles range issues.

func (*WindowUpdates) Add added in v1.3.0

func (wu *WindowUpdates) Add(winBBox image.Rectangle, vp *Viewport2D) (int, bool)

Add adds a new update, returning index to store for given winBBox (could be existing), and bool = true if new index exceeds max range. If it is an exact match for an existing bbox, then that is returned.

func (*WindowUpdates) DrawImages added in v1.3.0

func (wu *WindowUpdates) DrawImages(drw *vdraw.Drawer, beforeDir bool)

DrawImages iterates over regions and calls Copy on given vdraw.Drawer for each region. beforeDir calls items on the BeforeDir list, else regular Order.

func (*WindowUpdates) Idx added in v1.3.0

func (wu *WindowUpdates) Idx(idx int) int

Idx returns the given 0-based index plus StartIdx

func (*WindowUpdates) Init added in v1.3.0

func (wu *WindowUpdates) Init()

Init checks if ordered map needs to be allocated

func (*WindowUpdates) MoveIdxToBeforeDir added in v1.3.0

func (wu *WindowUpdates) MoveIdxToBeforeDir(idx int)

MoveIdxToBeforeDir moves the given index to the BeforeDir list

func (*WindowUpdates) MoveIdxToTop added in v1.3.0

func (wu *WindowUpdates) MoveIdxToTop(idx int)

MoveIdxToTop moves the given index to top of the order

func (*WindowUpdates) Reset added in v1.3.0

func (wu *WindowUpdates) Reset()

Reset resets the ordered map

func (*WindowUpdates) SetIdxRange added in v1.3.0

func (wu *WindowUpdates) SetIdxRange(st, n int)

SetIdxRange sets the index range based on starting index and n

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