uidriver/glfw: Refactoring: Remove windowWidthInDP

This commit is contained in:
Hajime Hoshi 2019-12-09 01:06:25 +09:00
parent 190feb6ecd
commit 00fb4cd2f9

View File

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