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// 24 february 2014
package ui
// #include "winapi_windows.h"
import "C"
// For Windows, Microsoft just hands you a list of preferred control sizes as part of the MSDN documentation and tells you to roll with it.
// These sizes are given in "dialog units", which are independent of the font in use.
// We need to convert these into standard pixels, which requires we get the device context of the OS window.
// References:
// - http://msdn.microsoft.com/en-us/library/ms645502%28VS.85%29.aspx - the calculation needed
// - http://support.microsoft.com/kb/125681 - to get the base X and Y
// (thanks to http://stackoverflow.com/questions/58620/default-button-size)
type sizing struct {
sizingbase
// for size calculations
baseX C.int
baseY C.int
// for the actual resizing
// possibly the HDWP
}
// note on MulDiv():
// div will not be 0 in the usages below
// we also ignore overflow; that isn't likely to happen for our use case anytime soon
func fromdlgunitsX(du int, d *sizing) int {
return int(C.MulDiv(C.int(du), d.baseX, 4))
}
func fromdlgunitsY(du int, d *sizing) int {
return int(C.MulDiv(C.int(du), d.baseY, 8))
}
const (
marginDialogUnits = 7
paddingDialogUnits = 4
)
func (s *sizer) beginResize() (d *sizing) {
d = new(sizing)
d.baseX = C.baseX
d.baseY = C.baseY
if spaced {
d.xmargin = fromdlgunitsX(marginDialogUnits, d)
d.ymargin = fromdlgunitsY(marginDialogUnits, d)
d.xpadding = fromdlgunitsX(paddingDialogUnits, d)
d.ypadding = fromdlgunitsY(paddingDialogUnits, d)
}
return d
}
func (s *sizer) translateAllocationCoords(allocations []*allocation, winwidth, winheight int) {
// no translation needed on windows
}
//TODO
/*
func (w *widgetbase) preferredSize(d *sizing) (width int, height int) {
// the preferred size of an Area is its size
if stdDlgSizes[s.ctype].area {
return s.areawidth, s.areaheight
}
}
*/
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