// 4 august 2014 package ui import ( "fmt" "syscall" "unsafe" ) // #include "winapi_windows.h" import "C" type container struct { containerbase hwnd C.HWND } type sizing struct { sizingbase // for size calculations baseX C.int baseY C.int internalLeading C.LONG // for Label; see Label.commitResize() for details // for the actual resizing // possibly the HDWP } func makeContainerWindowClass() error { var errmsg *C.char err := C.makeContainerWindowClass(&errmsg) if err != 0 || errmsg != nil { return fmt.Errorf("%s: %v", C.GoString(errmsg), syscall.Errno(err)) } return nil } func newContainer(control Control) *container { c := new(container) hwnd := C.newContainer(unsafe.Pointer(c)) if hwnd != c.hwnd { panic(fmt.Errorf("inconsistency: hwnd returned by CreateWindowEx() (%p) and hwnd stored in container (%p) differ", hwnd, c.hwnd)) } c.child = control c.child.setParent(&controlParent{c.hwnd}) return c } func (c *container) setParent(p *controlParent) { C.controlSetParent(c.hwnd, p.hwnd) } // this is needed because Windows won't move/resize a child window for us func (c *container) move(r *C.RECT) { C.moveWindow(c.hwnd, C.int(r.left), C.int(r.top), C.int(r.right - r.left), C.int(r.bottom - r.top)) } func (c *container) show() { C.ShowWindow(c.hwnd, C.SW_SHOW) } func (c *container) hide() { C.ShowWindow(c.hwnd, C.SW_HIDE) } //export storeContainerHWND func storeContainerHWND(data unsafe.Pointer, hwnd C.HWND) { c := (*container)(data) c.hwnd = hwnd } //export containerResize func containerResize(data unsafe.Pointer, r *C.RECT) { c := (*container)(data) // the origin of any window's content area is always (0, 0), but let's use the values from the RECT just to be safe c.resize(int(r.left), int(r.top), int(r.right - r.left), int(r.bottom - r.top)) } // 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) // 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 (c *container) beginResize() (d *sizing) { var baseX, baseY C.int var internalLeading C.LONG d = new(sizing) C.calculateBaseUnits(c.hwnd, &baseX, &baseY, &internalLeading) d.baseX = baseX d.baseY = baseY d.internalLeading = internalLeading 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 (c *container) translateAllocationCoords(allocations []*allocation, winwidth, winheight int) { // no translation needed on windows }