scene

package
v0.5.0 Latest Latest
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Published: Feb 24, 2022 License: Apache-2.0 Imports: 3 Imported by: 0

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Index

Constants

This section is empty.

Variables

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var ClusterIDFrom = id.ClusterIDFrom
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var ClusterIDFromRef = id.ClusterIDFromRef
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var ClusterIDFromRefID = id.ClusterIDFromRefID
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var (
	ErrDuplicatedWidgetInstance = errors.New("duplicated widget instance")
)
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var ErrInvalidID = id.ErrInvalidID
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var ErrSceneIsLocked error = errors.New("scene is locked")
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var IDFrom = id.SceneIDFrom
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var IDFromRef = id.SceneIDFromRef
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var IDFromRefID = id.SceneIDFromRefID
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var LayerIDFrom = id.LayerIDFrom
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var LayerIDFromRef = id.LayerIDFromRef
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var LayerIDFromRefID = id.LayerIDFromRefID
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var MustClusterID = id.MustClusterID
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var MustID = id.MustSceneID
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var MustLayerID = id.MustLayerID
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var MustPluginID = id.MustPluginID
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var MustProjectID = id.MustProjectID
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var MustPropertyID = id.MustPropertyID
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var MustTeamID = id.MustTeamID
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var MustWidgetID = id.MustWidgetID
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var NewClusterID = id.NewClusterID
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var NewID = id.NewSceneID
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var NewLayerID = id.NewLayerID
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var NewPluginID = id.NewPluginID
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var NewProjectID = id.NewProjectID
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var NewPropertyID = id.NewPropertyID
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var NewTeamID = id.NewTeamID
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var NewWidgetID = id.NewWidgetID
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var OfficialPluginID = id.OfficialPluginID
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var PluginIDFrom = id.PluginIDFrom
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var PluginIDFromRef = id.PluginIDFromRef
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var ProjectIDFrom = id.ProjectIDFrom
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var ProjectIDFromRef = id.ProjectIDFromRef
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var ProjectIDFromRefID = id.ProjectIDFromRefID
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var PropertyIDFrom = id.PropertyIDFrom
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var PropertyIDFromRef = id.PropertyIDFromRef
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var PropertyIDFromRefID = id.PropertyIDFromRefID
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var TeamIDFrom = id.TeamIDFrom
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var TeamIDFromRef = id.TeamIDFromRef
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var TeamIDFromRefID = id.TeamIDFromRefID
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var WidgetIDFrom = id.WidgetIDFrom
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var WidgetIDFromRef = id.WidgetIDFromRef
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var WidgetIDFromRefID = id.WidgetIDFromRefID

Functions

This section is empty.

Types

type Builder

type Builder struct {
	// contains filtered or unexported fields
}

func New

func New() *Builder

func (*Builder) Build

func (b *Builder) Build() (*Scene, error)

func (*Builder) Clusters added in v0.3.0

func (b *Builder) Clusters(cl *ClusterList) *Builder

func (*Builder) ID

func (b *Builder) ID(id ID) *Builder

func (*Builder) MustBuild

func (b *Builder) MustBuild() *Scene

func (*Builder) NewID

func (b *Builder) NewID() *Builder

func (*Builder) Plugins added in v0.4.0

func (b *Builder) Plugins(plugins *Plugins) *Builder

func (*Builder) Project

func (b *Builder) Project(prj ProjectID) *Builder

func (*Builder) Property

func (b *Builder) Property(p PropertyID) *Builder

func (*Builder) RootLayer

func (b *Builder) RootLayer(rootLayer LayerID) *Builder

func (*Builder) Team

func (b *Builder) Team(team TeamID) *Builder

func (*Builder) UpdatedAt

func (b *Builder) UpdatedAt(updatedAt time.Time) *Builder

func (*Builder) Widgets added in v0.4.0

func (b *Builder) Widgets(widgets *Widgets) *Builder

type Cluster added in v0.3.0

type Cluster struct {
	// contains filtered or unexported fields
}

func NewCluster added in v0.3.0

func NewCluster(cid ClusterID, name string, pid PropertyID) (*Cluster, error)

func (*Cluster) ID added in v0.3.0

func (c *Cluster) ID() ClusterID

func (*Cluster) Name added in v0.3.0

func (c *Cluster) Name() string

func (*Cluster) Property added in v0.3.0

func (c *Cluster) Property() PropertyID

func (*Cluster) Rename added in v0.3.0

func (c *Cluster) Rename(name string)

func (*Cluster) UpdateProperty added in v0.3.0

func (c *Cluster) UpdateProperty(pid PropertyID)

type ClusterID added in v0.4.0

type ClusterID = id.ClusterID

type ClusterList added in v0.3.0

type ClusterList struct {
	// contains filtered or unexported fields
}

func NewClusterList added in v0.3.0

func NewClusterList() *ClusterList

func NewClusterListFrom added in v0.3.0

func NewClusterListFrom(clusters []*Cluster) *ClusterList

func (*ClusterList) Add added in v0.3.0

func (tl *ClusterList) Add(clusters ...*Cluster)

func (*ClusterList) Clusters added in v0.3.0

func (tl *ClusterList) Clusters() []*Cluster

func (*ClusterList) Get added in v0.3.0

func (tl *ClusterList) Get(cid ClusterID) *Cluster

func (*ClusterList) Has added in v0.3.0

func (tl *ClusterList) Has(tid ClusterID) bool

func (*ClusterList) Properties added in v0.3.0

func (tl *ClusterList) Properties() []PropertyID

func (*ClusterList) Remove added in v0.3.0

func (tl *ClusterList) Remove(clusters ...ClusterID)

type ID added in v0.4.0

type ID = id.SceneID

type LayerID added in v0.4.0

type LayerID = id.LayerID

type LockMode

type LockMode string

LockMode はシーンのロック状態を表します。

const (
	// LockModeFree はロックがかかっていない状態です。
	LockModeFree LockMode = ""
	// LockModePending は処理待ち中です。データの変更は無制限に変更はできます。
	LockModePending LockMode = "pending"
	// LockModePluginUpgrading はプラグインをアップグレード中です。シーンへの各種操作ができません。
	LockModePluginUpgrading LockMode = "plugin upgrading"
	// LockModeDatasetSyncing はデータセットを同期中です。シーンへの各種操作ができません。
	LockModeDatasetSyncing LockMode = "dataset syncing"
	// LockModePublishing はシーンを書き出し中です。シーンへの各種操作ができません。
	LockModePublishing LockMode = "publishing"
)

func (LockMode) IsLocked

func (l LockMode) IsLocked() bool

func (LockMode) Validate

func (l LockMode) Validate() (LockMode, bool)

type Plugin

type Plugin struct {
	// contains filtered or unexported fields
}

func NewPlugin

func NewPlugin(plugin PluginID, property *PropertyID) *Plugin

func (*Plugin) Clone added in v0.4.0

func (s *Plugin) Clone() *Plugin

func (*Plugin) Plugin

func (s *Plugin) Plugin() PluginID

func (*Plugin) PluginRef added in v0.5.0

func (s *Plugin) PluginRef() *PluginID

func (*Plugin) Property

func (s *Plugin) Property() *PropertyID

type PluginExtensionID added in v0.4.0

type PluginExtensionID = id.PluginExtensionID

type PluginID added in v0.4.0

type PluginID = id.PluginID

type Plugins added in v0.4.0

type Plugins struct {
	// contains filtered or unexported fields
}

func NewPlugins added in v0.4.0

func NewPlugins(plugins []*Plugin) *Plugins

func (*Plugins) Add added in v0.4.0

func (p *Plugins) Add(sp *Plugin)

func (*Plugins) Has added in v0.4.0

func (p *Plugins) Has(id PluginID) bool

func (*Plugins) HasPlugin added in v0.4.0

func (p *Plugins) HasPlugin(id PluginID) bool

func (*Plugins) HasPluginByName added in v0.5.0

func (p *Plugins) HasPluginByName(name string) bool

func (*Plugins) Plugin added in v0.4.0

func (p *Plugins) Plugin(pluginID PluginID) *Plugin

func (*Plugins) PluginByName added in v0.5.0

func (p *Plugins) PluginByName(name string) *Plugin

func (*Plugins) Plugins added in v0.4.0

func (p *Plugins) Plugins() []*Plugin

func (*Plugins) Properties added in v0.4.0

func (p *Plugins) Properties() []PropertyID

func (*Plugins) Property added in v0.4.0

func (p *Plugins) Property(id PluginID) *PropertyID

func (*Plugins) Remove added in v0.4.0

func (p *Plugins) Remove(pid PluginID)

func (*Plugins) Upgrade added in v0.4.0

func (p *Plugins) Upgrade(from, to PluginID, pr *PropertyID, deleteProperty bool)

type ProjectID added in v0.4.0

type ProjectID = id.ProjectID

type PropertyID added in v0.4.0

type PropertyID = id.PropertyID

type Scene

type Scene struct {
	// contains filtered or unexported fields
}

func (*Scene) Clusters added in v0.3.0

func (s *Scene) Clusters() *ClusterList

func (*Scene) CreatedAt

func (s *Scene) CreatedAt() time.Time

func (*Scene) ID

func (s *Scene) ID() ID

func (*Scene) IsTeamIncluded

func (s *Scene) IsTeamIncluded(teams []TeamID) bool

func (*Scene) Plugins added in v0.4.0

func (s *Scene) Plugins() *Plugins

func (*Scene) Project

func (s *Scene) Project() ProjectID

func (*Scene) Properties

func (s *Scene) Properties() []PropertyID

func (*Scene) Property

func (s *Scene) Property() PropertyID

func (*Scene) RootLayer

func (s *Scene) RootLayer() LayerID

func (*Scene) SetUpdatedAt

func (s *Scene) SetUpdatedAt(updatedAt time.Time)

func (*Scene) Team

func (s *Scene) Team() TeamID

func (*Scene) UpdatedAt

func (s *Scene) UpdatedAt() time.Time

func (*Scene) Widgets added in v0.4.0

func (s *Scene) Widgets() *Widgets

type TeamID added in v0.4.0

type TeamID = id.TeamID

type Widget

type Widget struct {
	// contains filtered or unexported fields
}

func MustWidget added in v0.5.0

func MustWidget(wid WidgetID, plugin PluginID, extension PluginExtensionID, property PropertyID, enabled bool, extended bool) *Widget

func NewWidget

func NewWidget(wid WidgetID, plugin PluginID, extension PluginExtensionID, property PropertyID, enabled, extended bool) (*Widget, error)

func (*Widget) Clone added in v0.4.0

func (w *Widget) Clone() *Widget

func (*Widget) Enabled

func (w *Widget) Enabled() bool

func (*Widget) Extended

func (w *Widget) Extended() bool

func (*Widget) Extension

func (w *Widget) Extension() PluginExtensionID

func (*Widget) ID

func (w *Widget) ID() WidgetID

func (*Widget) Plugin

func (w *Widget) Plugin() PluginID

func (*Widget) Property

func (w *Widget) Property() PropertyID

func (*Widget) SetEnabled

func (w *Widget) SetEnabled(enabled bool)

func (*Widget) SetExtended

func (w *Widget) SetExtended(extended bool)

func (*Widget) SetPlugin added in v0.5.0

func (w *Widget) SetPlugin(pid PluginID)

type WidgetAlignSystem

type WidgetAlignSystem struct {
	// contains filtered or unexported fields
}

WidgetAlignSystem is the layout structure of any enabled widgets that will be displayed over the scene.

func NewWidgetAlignSystem

func NewWidgetAlignSystem() *WidgetAlignSystem

NewWidgetAlignSystem returns a new widget align system.

func (*WidgetAlignSystem) Area

func (*WidgetAlignSystem) Find

func (was *WidgetAlignSystem) Find(wid WidgetID) (int, WidgetLocation)

func (*WidgetAlignSystem) Move

func (was *WidgetAlignSystem) Move(wid WidgetID, location WidgetLocation, index int)

func (*WidgetAlignSystem) Remove

func (was *WidgetAlignSystem) Remove(wid WidgetID)

Remove a widget from the align system.

func (*WidgetAlignSystem) SetZone

func (w *WidgetAlignSystem) SetZone(t WidgetZoneType, z *WidgetZone)

func (*WidgetAlignSystem) Zone

func (was *WidgetAlignSystem) Zone(zone WidgetZoneType) *WidgetZone

Zone will return a specific zone in the align system.

type WidgetAlignType

type WidgetAlignType string
const (
	WidgetAlignStart    WidgetAlignType = "start"
	WidgetAlignCentered WidgetAlignType = "centered"
	WidgetAlignEnd      WidgetAlignType = "end"
)

type WidgetArea

type WidgetArea struct {
	// contains filtered or unexported fields
}

WidgetArea has the widgets and alignment information found in each part area of a section.

func NewWidgetArea

func NewWidgetArea(widgetIds []WidgetID, align WidgetAlignType) *WidgetArea

func (*WidgetArea) Add

func (a *WidgetArea) Add(wid WidgetID, index int)

func (*WidgetArea) AddAll

func (a *WidgetArea) AddAll(wids []WidgetID)

func (*WidgetArea) Alignment

func (a *WidgetArea) Alignment() WidgetAlignType

Alignment will return the alignment of a specific area.

func (*WidgetArea) Find

func (a *WidgetArea) Find(wid WidgetID) int

func (*WidgetArea) Move

func (a *WidgetArea) Move(from, to int)

func (*WidgetArea) Remove

func (a *WidgetArea) Remove(wid WidgetID)

func (*WidgetArea) SetAlignment

func (a *WidgetArea) SetAlignment(at WidgetAlignType)

func (*WidgetArea) WidgetIDs

func (a *WidgetArea) WidgetIDs() []WidgetID

WidgetIds will return a slice of widget ids from a specific area.

type WidgetAreaType

type WidgetAreaType string
var (
	WidgetAreaTop    WidgetAreaType = "top"
	WidgetAreaMiddle WidgetAreaType = "middle"
	WidgetAreaBottom WidgetAreaType = "bottom"
)

type WidgetID added in v0.4.0

type WidgetID = id.WidgetID

type WidgetLocation

type WidgetLocation struct {
	Zone    WidgetZoneType
	Section WidgetSectionType
	Area    WidgetAreaType
}

func (WidgetLocation) Horizontal

func (l WidgetLocation) Horizontal() bool

func (WidgetLocation) Vertical

func (l WidgetLocation) Vertical() bool

type WidgetSection

type WidgetSection struct {
	// contains filtered or unexported fields
}

WidgetSection is the structure of each section of the align system.

func NewWidgetSection

func NewWidgetSection() *WidgetSection

func (*WidgetSection) Area

func (*WidgetSection) Find

func (s *WidgetSection) Find(wid WidgetID) (int, WidgetAreaType)

func (*WidgetSection) Remove

func (s *WidgetSection) Remove(wid WidgetID)

func (*WidgetSection) SetArea

func (s *WidgetSection) SetArea(t WidgetAreaType, a *WidgetArea)

type WidgetSectionType

type WidgetSectionType string
const (
	WidgetSectionLeft   WidgetSectionType = "left"
	WidgetSectionCenter WidgetSectionType = "center"
	WidgetSectionRight  WidgetSectionType = "right"
)

type WidgetZone

type WidgetZone struct {
	// contains filtered or unexported fields
}

WidgetZone is the structure of each layer (inner and outer) of the align system.

func NewWidgetZone

func NewWidgetZone() *WidgetZone

func (*WidgetZone) Find

func (*WidgetZone) Remove

func (z *WidgetZone) Remove(wid WidgetID)

func (*WidgetZone) Section

func (wz *WidgetZone) Section(s WidgetSectionType) *WidgetSection

func (*WidgetZone) SetSection

func (z *WidgetZone) SetSection(t WidgetSectionType, s *WidgetSection)

type WidgetZoneType

type WidgetZoneType string
const (
	WidgetZoneInner WidgetZoneType = "inner"
	WidgetZoneOuter WidgetZoneType = "outer"
)

type Widgets added in v0.4.0

type Widgets struct {
	// contains filtered or unexported fields
}

func NewWidgets added in v0.4.0

func NewWidgets(w []*Widget, a *WidgetAlignSystem) *Widgets

func (*Widgets) Add added in v0.4.0

func (w *Widgets) Add(sw *Widget)

func (*Widgets) Alignment added in v0.5.0

func (w *Widgets) Alignment() *WidgetAlignSystem

func (*Widgets) Has added in v0.4.0

func (w *Widgets) Has(wid WidgetID) bool

func (*Widgets) Properties added in v0.4.0

func (w *Widgets) Properties() []PropertyID

func (*Widgets) Remove added in v0.4.0

func (w *Widgets) Remove(wid WidgetID)

func (*Widgets) RemoveAllByPlugin added in v0.4.0

func (w *Widgets) RemoveAllByPlugin(p PluginID, e *PluginExtensionID) (res []PropertyID)

func (*Widgets) UpgradePlugin added in v0.5.0

func (w *Widgets) UpgradePlugin(oldp, newp PluginID)

func (*Widgets) Widget added in v0.4.0

func (w *Widgets) Widget(wid WidgetID) *Widget

func (*Widgets) Widgets added in v0.4.0

func (w *Widgets) Widgets() []*Widget

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