//export appDelegate_windowDidResize func appDelegate_windowDidResize(win C.id) { s := getSysData(win) wincv := C.windowGetContentView(win) // we want the content view's size, not the window's r := C.frame(wincv) // (0,0) is the bottom left corner but this is handled in sysData.translateAllocationCoords() s.resizeWindow(int(r.width), int(r.height)) C.display(win) // redraw everything }
//export appDelegate_windowDidResize func appDelegate_windowDidResize(win C.id) { s := getSysData(win) wincv := C.windowGetContentView(win) // we want the content view's size, not the window's r := C.frame(wincv) // winheight is used here because (0,0) is the bottom-left corner, not the top-left corner s.doResize(0, 0, int(r.width), int(r.height), int(r.height)) C.display(win) // redraw everything }
func areaMouseEvent(self C.id, e C.id, click bool, up bool) { var me MouseEvent s := getSysData(self) xp := C.getTranslatedEventPoint(self, e) me.Pos = image.Pt(int(xp.x), int(xp.y)) // for the most part, Cocoa won't geenerate an event outside the Area... except when dragging outside the Area, so check for this max := C.frame(self) if !me.Pos.In(image.Rect(0, 0, int(max.width), int(max.height))) { return } me.Modifiers = parseModifiers(e) which := uint(C.buttonNumber(e)) + 1 if which == 3 { // swap middle and right button numbers which = 2 } else if which == 2 { which = 3 } if click && up { me.Up = which } else if click { me.Down = which // this already works the way we want it to so nothing special needed like with Windows and GTK+ me.Count = uint(C.clickCount(e)) } else { which = 0 // reset for Held processing below } // the docs do say don't use this for tracking (mouseMoved:) since it returns the state now, and mouse move events work by tracking, but as far as I can tell dragging the mouse over the inactive window does not generate an event on Mac OS X, so :/ (tracking doesn't touch dragging anyway except during mouseEntered: and mouseExited:, which we don't handle, and the only other tracking message, cursorChanged:, we also don't handle (yet...? need to figure out if this is how to set custom cursors or not), so) held := C.pressedMouseButtons() if which != 1 && (held&1) != 0 { // button 1 me.Held = append(me.Held, 1) } if which != 2 && (held&4) != 0 { // button 2; mind the swap me.Held = append(me.Held, 2) } if which != 3 && (held&2) != 0 { // button 3 me.Held = append(me.Held, 3) } held >>= 3 for i := uint(4); held != 0; i++ { if which != i && (held&1) != 0 { me.Held = append(me.Held, i) } held >>= 1 } repaint := s.handler.Mouse(me) if repaint { C.display(self) } }
//export areaView_drawRect func areaView_drawRect(self C.id, rect C.struct_xrect) { s := getSysData(self) // no need to clear the clip rect; the NSScrollView does that for us (see the setDrawsBackground: call in objc_darwin.m) // rectangles in Cocoa are origin/size, not point0/point1; if we don't watch for this, weird things will happen when scrolling cliprect := image.Rect(int(rect.x), int(rect.y), int(rect.x+rect.width), int(rect.y+rect.height)) max := C.frame(self) cliprect = image.Rect(0, 0, int(max.width), int(max.height)).Intersect(cliprect) if cliprect.Empty() { // no intersection; nothing to paint return } i := s.handler.Paint(cliprect) C.drawImage( unsafe.Pointer(pixelData(i)), C.intptr_t(i.Rect.Dx()), C.intptr_t(i.Rect.Dy()), C.intptr_t(i.Stride), C.intptr_t(cliprect.Min.X), C.intptr_t(cliprect.Min.Y)) }
func (s *sysData) getAuxResizeInfo(d *sysSizeData) { d.neighborAlign = C.alignmentInfo(s.id, C.frame(s.id)) }