use gpui::{Pixels, Window, px};// Use pixels here instead of a rem-based size because the macOS traffic// lights are a static size, and don't scale with the rest of the UI.//// Magic number: There is one extra pixel of padding on the left side due to// the 1px border around the window on macOS apps.#[cfg(macos_sdk_26)]pub const TRAFFIC_LIGHT_PADDING: f32 = 78.;#[cfg(not(macos_sdk_26))]pub const TRAFFIC_LIGHT_PADDING: f32 = 71.;/// Returns the platform-appropriate title bar height.////// On Windows, this returns a fixed height of 32px./// On other platforms, it scales with the window's rem size (1.75x) with a minimum of 34px.#[cfg(not(target_os = "windows"))]pub fn platform_title_bar_height(window: &Window) -> Pixels { (1.75 * window.rem_size()).max(px(34.))}#[cfg(target_os = "windows")]pub fn platform_title_bar_height(_window: &Window) -> Pixels { // todo(windows) instead of hard coded size report the actual size to the Windows platform API px(32.)}
use gpui::{Pixels, Window, px};
// Use pixels here instead of a rem-based size because the macOS traffic
// lights are a static size, and don't scale with the rest of the UI.
//
// Magic number: There is one extra pixel of padding on the left side due to
// the 1px border around the window on macOS apps.
#[cfg(macos_sdk_26)]
pub const TRAFFIC_LIGHT_PADDING: f32 = 78.;
#[cfg(not(macos_sdk_26))]
pub const TRAFFIC_LIGHT_PADDING: f32 = 71.;
/// Returns the platform-appropriate title bar height.
///
/// On Windows, this returns a fixed height of 32px.
/// On other platforms, it scales with the window's rem size (1.75x) with a minimum of 34px.
#[cfg(not(target_os = "windows"))]
pub fn platform_title_bar_height(window: &Window) -> Pixels {
(1.75 * window.rem_size()).max(px(34.))
}
#[cfg(target_os = "windows")]
pub fn platform_title_bar_height(_window: &Window) -> Pixels {
// todo(windows) instead of hard coded size report the actual size to the Windows platform API
px(32.)
}