// 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 } } */