// 4 august 2014 package ui import ( "fmt" "syscall" ) // #include "winapi_windows.h" import "C" type container struct { *controlSingleHWND } 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() *container { // don't set preferredSize(); it should never be called return &container{ controlSingleHWND: newControlSingleHWND(C.newContainer()), } } // TODO merge with controlSingleHWND func (c *container) show() { C.ShowWindow(c.hwnd, C.SW_SHOW) } // TODO merge with controlSingleHWND func (c *container) hide() { C.ShowWindow(c.hwnd, C.SW_HIDE) } func (c *container) parent() *controlParent { return &controlParent{c.hwnd} } func (c *container) bounds(d *sizing) (int, int, int, int) { r := C.containerBounds(c.hwnd) return 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) // In my tests (see https://github.com/andlabs/windlgunits), the GetTextExtentPoint32() option for getting the base X produces much more accurate results than the tmAveCharWidth option when tested against the sample values given in http://msdn.microsoft.com/en-us/library/windows/desktop/dn742486.aspx#sizingandspacing, but can be off by a pixel in either direction (probably due to rounding errors). // 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 ( // shared by multiple containers marginDialogUnits = 7 paddingDialogUnits = 4 ) func (w *window) beginResize() (d *sizing) { var baseX, baseY C.int var internalLeading C.LONG d = new(sizing) C.calculateBaseUnits(w.hwnd, &baseX, &baseY, &internalLeading) d.baseX = baseX d.baseY = baseY d.internalLeading = internalLeading d.xpadding = fromdlgunitsX(paddingDialogUnits, d) d.ypadding = fromdlgunitsY(paddingDialogUnits, d) return d } func marginRectDLU(r *C.RECT, top int, bottom int, left int, right int, d *sizing) { r.left += C.LONG(fromdlgunitsX(left, d)) r.top += C.LONG(fromdlgunitsY(top, d)) r.right -= C.LONG(fromdlgunitsX(right, d)) r.bottom -= C.LONG(fromdlgunitsY(bottom, d)) }