Added the preferred widget size basework and its GTK+ implementation.
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@ -181,3 +181,11 @@ func gtk_label_set_text(widget *gtkWidget, text string) {
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func gtk_label_get_text(widget *gtkWidget) string {
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return C.GoString(fromgchar(C.gtk_label_get_text(togtklabel(widget))))
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}
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func gtk_widget_get_preferred_size(w *gtkWidget) (minWidth int, minHeight int, natWidth int, natHeight int) {
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var minimum, natural C.GtkRequisition
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C.gtk_widget_get_preferred_size(togtkwidget(w), &minimum, &natural)
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return int(minimum.width), int(minimum.height),
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int(natural.width), int(natural.height)
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}
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@ -0,0 +1,21 @@
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// +build !windows,!darwin,!plan9
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// 23 february 2014
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package ui
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import (
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// ...
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)
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// GTK+ 3 makes this easy: controls can tell us what their preferred size is!
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// ...actually, it tells us two things: the "minimum size" and the "natural size".
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// The "minimum size" is the smallest size we /can/ display /anything/. The "natural size" is the smallest size we would /prefer/ to display.
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// The difference? Minimum size takes into account things like truncation with ellipses: the minimum size of a label can allot just the ellipses!
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// So we use the natural size instead, right?
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// We could, but there's one snag: "Handle with care. Note that the natural height of a height-for-width widget will generally be a smaller size than the minimum height, since the required height for the natural width is generally smaller than the required height for the minimum width."
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// This will have to be taken care of manually, so TODO; we'll just use the natural size for now
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func (s *sysData) preferredSize() (width int, height int) {
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_, _, width, height = gtk_widget_get_preferred_size(s.widget)
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return width, height
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}
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@ -61,6 +61,9 @@ func (c *cSysData) setWindowSize(int, int) error {
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func (c *cSysData) delete(int) error {
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panic(runtime.GOOS + " sysData does not define delete()")
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}
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func (c *cSysData) preferredSize() (int, int) {
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panic(runtime.GOOS + " sysData does not define preferredSize()")
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}
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// signal sends the event signal. This raise is done asynchronously to avoid deadlocking the UI task.
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// Thanks skelterjohn for this techinque: if we can't queue any more events, drop them
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