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uidriver/glfw: Refactoring: Remove windowWidthInDP
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@ -41,7 +41,6 @@ type UserInterface struct {
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title string
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window *glfw.Window
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screenWidthInDP int
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windowWidthInDP int
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screenHeightInDP int
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scale float64
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fullscreenScale float64
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@ -440,13 +439,15 @@ func (u *UserInterface) ScreenPadding() (x0, y0, x1, y1 float64) {
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return 0, 0, 0, 0
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}
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if !u.IsFullscreen() {
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if u.screenWidthInDP == u.windowWidthInDP {
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w, _ := u.window.GetSize()
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wf := u.toDeviceIndependentPixel(float64(w)) / u.getScale()
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if u.screenWidthInDP == int(wf) {
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return 0, 0, 0, 0
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}
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// The window width can be bigger than the game screen width (#444).
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ox := 0.0
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_ = u.t.Call(func() error {
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ox = (float64(u.windowWidthInDP)*u.actualScreenScale() - float64(u.screenWidthInDP)*u.actualScreenScale()) / 2
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ox = (wf*u.actualScreenScale() - float64(u.screenWidthInDP)*u.actualScreenScale()) / 2
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return nil
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})
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return ox, 0, ox, 0
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@ -749,7 +750,7 @@ func (u *UserInterface) run(width, height int, scale float64, title string, cont
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_ = u.t.Call(func() error {
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// Get the window size before showing it. Showing the window might change the current monitor which
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// affects deviceDependentWindowSize result.
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w, h := u.deviceDependentWindowSize()
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w, h := u.window.GetSize()
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u.title = title
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u.window.SetTitle(title)
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@ -778,13 +779,6 @@ func (u *UserInterface) run(width, height int, scale float64, title string, cont
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return u.loop(context)
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}
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// deviceDependentWindowSize must be called from the main thread.
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func (u *UserInterface) deviceDependentWindowSize() (int, int) {
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w := int(u.toDeviceDependentPixel(float64(u.windowWidthInDP) * u.getScale()))
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h := int(u.toDeviceDependentPixel(float64(u.screenHeightInDP) * u.getScale()))
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return w, h
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}
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// getScale must be called from the main thread.
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func (u *UserInterface) getScale() float64 {
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if !u.isFullscreen() {
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@ -952,14 +946,6 @@ func (u *UserInterface) setScreenSize(width, height int, scale float64, fullscre
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return nil
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}
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// On Windows, giving a too small width doesn't call a callback (#165).
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// To prevent hanging up, return asap if the width is too small.
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// 252 is an arbitrary number and I guess this is small enough.
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minWindowWidth := 252
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if u.window.GetAttrib(glfw.Decorated) == glfw.False {
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minWindowWidth = 1
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}
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if width < 1 {
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width = 1
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}
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@ -968,11 +954,6 @@ func (u *UserInterface) setScreenSize(width, height int, scale float64, fullscre
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}
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u.screenWidthInDP = width
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u.windowWidthInDP = width
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s := scale * u.deviceScaleFactor()
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if int(float64(width)*s) < minWindowWidth {
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u.windowWidthInDP = int(math.Ceil(float64(minWindowWidth) / s))
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}
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u.screenHeightInDP = height
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u.scale = scale
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u.fullscreenScale = 0
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@ -1022,8 +1003,23 @@ func (u *UserInterface) setScreenSize(width, height int, scale float64, fullscre
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}
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}
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// On Windows, giving a too small width doesn't call a callback (#165).
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// To prevent hanging up, return asap if the width is too small.
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// 252 is an arbitrary number and I guess this is small enough.
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minWindowWidth := 252
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if u.window.GetAttrib(glfw.Decorated) == glfw.False {
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minWindowWidth = 1
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}
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windowWidthInDP := width
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s := scale * u.deviceScaleFactor()
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if int(float64(width)*s) < minWindowWidth {
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windowWidthInDP = int(math.Ceil(float64(minWindowWidth) / s))
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}
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oldW, oldH := u.window.GetSize()
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if newW, newH := u.deviceDependentWindowSize(); oldW != newW || oldH != newH {
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newW := int(u.toDeviceDependentPixel(float64(windowWidthInDP) * u.getScale()))
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newH := int(u.toDeviceDependentPixel(float64(u.screenHeightInDP) * u.getScale()))
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if oldW != newW || oldH != newH {
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ch := make(chan struct{})
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u.window.SetFramebufferSizeCallback(func(_ *glfw.Window, _, _ int) {
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u.window.SetFramebufferSizeCallback(nil)
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