Constrain Initial Window Size In WinUI 3 C++
Hey guys! Ever run into the issue where your WinUI 3 app's window pops up way too big, like bigger than your screen? It's a common problem, especially when you're dynamically sizing your window based on its content. In this article, we'll dive deep into how to tackle this in your C++ WinUI 3 applications. We'll explore different methods, discuss best practices, and provide you with a robust solution to ensure your app windows always fit comfortably within the display bounds.
Understanding the Problem: Dynamic Window Sizing in WinUI 3
When you're building a WinUI 3 application, you often want your window to automatically adjust its size to fit its content. This is especially true for apps that display dynamic information, where the size of the content might change. To achieve this, you typically measure the content's size after it's loaded and then set the window's size accordingly. However, this approach can lead to problems if the calculated size is larger than the available screen space. Imagine your app displaying a huge image or a very long text ā if you naively set the window size to match the content, it could easily overflow the screen boundaries. This results in a bad user experience, as parts of the window might be inaccessible, and the app might feel clunky and unresponsive.
To really get this sorted, the main challenge lies in determining the available screen space and then making sure your window's initial size doesn't go over those limits. We're talking about more than just the main display here, too. Think about users with multiple monitors or those who like to dock their laptops to external screens. Your app needs to be smart enough to figure out the right size for each scenario. It's not just about preventing the window from being too big; it's also about making sure it's a good fit for the screen, so it looks and feels like it belongs there. This might mean calculating the available space, considering things like taskbars or other docked windows, and then setting your app's window size to something that's both comfortable and practical for the user. This is where the real magic happens ā when your app feels like it's part of the user's desktop, not just another program fighting for space.
Measuring Content and Setting Window Size (The Naive Approach)
Let's quickly look at the basic code you might use to measure content and set the window size. This is the approach that can lead to the problem we're trying to solve, but it's important to understand it first:
// After content is loaded
content->Measure(Size(Double::Infinity, Double::Infinity));
auto desiredWidth = content->DesiredSize().Width;
auto desiredHeight = content->DesiredSize().Height;
this->AppWindow().Width(desiredWidth);
this->AppWindow().Height(desiredHeight);
This code measures the content's desired size and then directly sets the window's width and height. As we discussed, this can cause issues if the desiredWidth
and desiredHeight
are larger than the screen.
The Core Challenge: Ensuring the Window Fits the Display
The main goal is to ensure the WinUI 3 window's initial size doesn't exceed the display's bounds. This involves a few key steps:
- Detecting the Display Size: We need to figure out the dimensions of the screen where the window will be displayed. This isn't as simple as grabbing the screen resolution, as we need to account for things like taskbars and other docked windows.
- Measuring the Content: As before, we need to measure the content of the window to determine its desired size.
- Constraining the Window Size: This is the crucial step. We need to compare the content's desired size with the available display size and ensure the window's size doesn't exceed the screen bounds. This might involve setting maximum width and height values.
- Handling Multi-Monitor Setups: If the user has multiple monitors, we need to make sure the window appears on the correct screen and its size is constrained to that screen's bounds.
Diving Deep: Getting the Display Size in WinUI 3
So, how do you actually get the display size in a WinUI 3 application? There are a couple of ways to do this, and each has its own quirks and benefits. You can tap into the WinRT APIs, which give you a lot of power and flexibility, or you might go with the trusty old Win32 APIs if you're looking for something more familiar or need to deal with some specific scenarios. Let's break down both approaches so you can see which one fits your project best.
Using WinRT APIs for Display Information
The Windows Runtime (WinRT) provides a set of APIs specifically designed for modern Windows development, including WinUI 3 applications. These APIs offer a clean and object-oriented way to interact with the system. To get display information, we'll use the DisplayArea
and DisplayAreaWatcher
classes. These classes allow us to enumerate displays, get their properties, and even monitor for changes in the display configuration.
Here's a snippet of how you can use WinRT APIs to get the working area of the current display:
#include <microsoft.ui.windowing.h>
#include <microsoft.ui.xaml.window.h>
#include <windows.graphics.display.h>
using namespace Microsoft::UI::Windowing;
using namespace Microsoft::UI::Xaml;
using namespace Windows::Graphics;
using namespace Windows::Graphics::Display;
// Inside your Window class
auto appWindow = this->AppWindow();
auto displayAreaHelper = DisplayArea::GetFromWindowId(appWindow.Id(), DisplayAreaFallback::Primary);
auto workingArea = displayAreaHelper.OuterBounds();
auto availableWidth = workingArea.Width;
auto availableHeight = workingArea.Height;
Let's break this down. The DisplayArea::GetFromWindowId function is your entry point to getting display information. It takes the window's ID and a fallback option (in this case, we're using Primary, which means if it can't find the display the window is on, it'll give us info about the primary display). This function then returns a DisplayArea object, which represents the display area the window is on. From there, you can grab the OuterBounds property, which gives you a RectInt32 representing the working area of the display ā that's the part of the screen not covered by the taskbar or other system UI. With the OuterBounds, you can easily get the available width and height of the display.
Leveraging Win32 APIs for Display Information
Now, let's switch gears and talk about Win32 APIs. These are the old-school, battle-tested APIs that have been around for ages. They're incredibly powerful and give you fine-grained control over the system. If you're comfortable with the Win32 way of doing things, or if you have some legacy code you need to integrate, this might be the way to go. To get display information with Win32, we'll use functions like GetSystemMetrics
and GetMonitorInfo
. These functions let you get all sorts of system-level information, including the size and position of displays.
Here's how you might use Win32 APIs to get the working area of the primary display:
#include <windows.h>
auto availableWidth = GetSystemMetrics(SM_CXWORKAREA);
auto availableHeight = GetSystemMetrics(SM_CYWORKAREA);
That's pretty straightforward, right? GetSystemMetrics is the workhorse here. You pass it a flag (like SM_CXWORKAREA for the working area width or SM_CYWORKAREA for the height), and it spits back the corresponding value. This is a quick and easy way to get the working area of the primary display. But what if you need to handle multiple monitors or get more detailed information about a specific display? That's where GetMonitorInfo comes in.
#include <windows.h>
// Helper function to get the monitor handle for a window
HMONITOR GetMonitorFromWindow(HWND hwnd)
{
return MonitorFromWindow(hwnd, MONITOR_DEFAULTTOPRIMARY);
}
// Get the window handle from the WinUI AppWindow
auto windowNative{ this->AppWindow().as<::IWindowNative>() };
HWND hwnd{ 0 };
windowNative->get_WindowHandle(&hwnd);
// Get the monitor handle
HMONITOR hMonitor = GetMonitorFromWindow(hwnd);
MONITORINFO monitorInfo = {};
monitorInfo.cbSize = sizeof(MONITORINFO);
GetMonitorInfo(hMonitor, &monitorInfo);
auto availableWidth = monitorInfo.rcWork.right - monitorInfo.rcWork.left;
auto availableHeight = monitorInfo.rcWork.bottom - monitorInfo.rcWork.top;
This is a bit more involved. First, we need to get the HWND (window handle) of our WinUI 3 window. Since WinUI 3 is built on top of Win32, every WinUI 3 window has a corresponding HWND. We use the IWindowNative interface to get it. Then, we use the MonitorFromWindow function to get the HMONITOR (monitor handle) for the display that the window is on. Finally, we use GetMonitorInfo to get detailed information about the monitor, including its working area (rcWork). This gives you a Rect, from which you can extract the width and height.
Choosing the Right API: WinRT vs. Win32
So, which API should you use? WinRT is generally the preferred choice for new WinUI 3 applications. It's modern, object-oriented, and integrates well with the WinUI 3 framework. However, Win32 APIs are still incredibly useful, especially if you need to do something that WinRT doesn't directly support or if you're working with legacy code. If you're just getting the working area of the display, WinRT is probably the easier option. But if you need more detailed monitor information or have specific Win32 dependencies, then Win32 might be the way to go.
Constraining the Window Size: The Heart of the Solution
Now that we know how to get the display size, let's get to the core of the problem: constraining the window size. We need to compare the content's desired size with the available display size and ensure the window doesn't overflow the screen. This involves setting maximum width and height values for the window. Here's how you can do it:
auto appWindow = this->AppWindow();
auto displayAreaHelper = DisplayArea::GetFromWindowId(appWindow.Id(), DisplayAreaFallback::Primary);
auto workingArea = displayAreaHelper.OuterBounds();
auto availableWidth = workingArea.Width;
auto availableHeight = workingArea.Height;
content->Measure(Size(Double::Infinity, Double::Infinity));
auto desiredWidth = content->DesiredSize().Width;
auto desiredHeight = content->DesiredSize().Height;
auto maxWidth = std::min(desiredWidth, static_cast<double>(availableWidth));
auto maxHeight = std::min(desiredHeight, static_cast<double>(availableHeight));
appWindow.Width(maxWidth);
appWindow.Height(maxHeight);
In this code, we first get the available width and height using the WinRT APIs as described earlier. Then, we measure the content's desired size. The key part is the use of std::min
. We compare the desired width with the available width and take the smaller value. We do the same for the height. This ensures that the window's width and height never exceed the available screen space. Finally, we set the window's size using the constrained values.
Handling Multi-Monitor Setups: A Crucial Consideration
If your application needs to work seamlessly with multi-monitor setups, you need to ensure that the window appears on the correct screen and its size is constrained to that screen's bounds. The code we've shown so far works well for single-monitor scenarios, but it might not be sufficient for multiple displays. Here's how you can adapt the code to handle multi-monitor setups:
#include <microsoft.ui.windowing.h>
#include <microsoft.ui.xaml.window.h>\n#include <windows.graphics.display.h>
#include <winrt/Microsoft.UI.Interop.h>
#include <microsoft.ui.h>
using namespace Microsoft::UI::Windowing;
using namespace Microsoft::UI::Xaml;
using namespace Windows::Graphics;
using namespace Windows::Graphics::Display;
using namespace winrt;
// Inside your Window class
auto appWindow = this->AppWindow();
// Get the WindowId for the current window
WindowId windowId = appWindow.Id();
// Get the DisplayArea that contains the window
DisplayArea displayArea = DisplayArea::GetFromWindowId(windowId, DisplayAreaFallback::Primary);
// Get the working area (bounds excluding taskbar) of the display area
RectInt32 workingArea = displayArea.OuterBounds();
// Extract available width and height
int availableWidth = workingArea.Width;
int availableHeight = workingArea.Height;
content->Measure(Size(Double::Infinity, Double::Infinity));
auto desiredWidth = content->DesiredSize().Width;
auto desiredHeight = content->DesiredSize().Height;
auto maxWidth = std::min(desiredWidth, static_cast<double>(availableWidth));
auto maxHeight = std::min(desiredHeight, static_cast<double>(availableHeight));
appWindow.Width(maxWidth);
appWindow.Height(maxHeight);
The key here is using the DisplayArea APIs to get the bounds of the display where the window is located. This ensures that you're constraining the window size to the correct screen, even in a multi-monitor setup.
Best Practices and Considerations for Window Sizing
Let's wrap up by discussing some best practices and considerations for window sizing in WinUI 3 applications:
- Minimum Size: In addition to constraining the maximum size, consider setting a minimum size for your window. This prevents the window from becoming too small to be usable.
- User Resizability: Think about whether your window should be resizable. If not, you can disable resizing to prevent users from making the window too large or too small.
- Content Layout: Design your content layout to be flexible and adapt to different window sizes. Use controls like
Grid
andStackPanel
to create responsive layouts. - Testing: Thoroughly test your window sizing logic on different screen resolutions and multi-monitor setups.
Conclusion: Mastering Window Size Constraints in WinUI 3
Alright, guys, we've covered a lot in this article! You now have a solid understanding of how to constrain the initial size of a window in your WinUI 3 C++ applications. We've explored how to get the display size using both WinRT and Win32 APIs, how to measure content size, and how to constrain the window size to fit the display. Remember, handling window sizing correctly is crucial for providing a great user experience. By following the techniques and best practices we've discussed, you can ensure that your app windows always look and behave as expected, no matter the screen size or monitor configuration. Happy coding! By mastering these techniques, you'll ensure your WinUI 3 apps provide a polished and user-friendly experience across a wide range of devices and screen configurations. Remember, a well-behaved window is a happy window, and a happy window makes for happy users!