func SaveFile(w *Window) string { cname := C.uiSaveFile(w.w) if cname == nil { return "" } defer C.uiFreeText(cname) return C.GoString(cname) }
// Text returns the Checkbox's text. func (c *Checkbox) Text() string { ctext := C.uiCheckboxText(c.c) text := C.GoString(ctext) C.uiFreeText(ctext) return text }
// Family returns the name of the nth family in the list. func (f *FontFamilies) Family(n int) string { cname := C.uiDrawFontFamiliesFamily(f.ff, C.uintmax_t(n)) name := C.GoString(cname) C.uiFreeText(cname) return name }
// Text returns the Button's text. func (b *Button) Text() string { ctext := C.uiButtonText(b.b) text := C.GoString(ctext) C.uiFreeText(ctext) return text }
// Title returns the Group's title. func (g *Group) Title() string { ctitle := C.uiGroupTitle(g.g) title := C.GoString(ctitle) C.uiFreeText(ctitle) return title }
// Text returns the Label's text. func (l *Label) Text() string { ctext := C.uiLabelText(l.l) text := C.GoString(ctext) C.uiFreeText(ctext) return text }
// Text returns the Entry's text. func (e *Entry) Text() string { ctext := C.uiEntryText(e.e) text := C.GoString(ctext) C.uiFreeText(ctext) return text }
// Title returns the Window's title. func (w *Window) Title() string { ctitle := C.uiWindowTitle(w.w) title := C.GoString(ctitle) C.uiFreeText(ctitle) return title }
// LibuiFreeText allows implementations of Control // to call the libui function uiFreeText. func LibuiFreeText(c uintptr) { C.uiFreeText((*C.char)(unsafe.Pointer(c))) }