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https://github.com/hajimehoshi/ebiten.git
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ui: Allow smaller window width (#444)
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parent
414170b138
commit
05e220e105
@ -20,8 +20,8 @@
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package ui
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import (
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"errors"
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"image"
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"math"
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"runtime"
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"sync"
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"time"
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@ -34,6 +34,7 @@ type userInterface struct {
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title string
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window *glfw.Window
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width int
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windowWidth int
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height int
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scale float64
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cachedDeviceScale float64
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@ -294,7 +295,10 @@ func ScreenOffset() (float64, float64) {
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return 0, 0
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}
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if !IsFullscreen() {
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return 0, 0
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if u.width == u.windowWidth {
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return 0, 0
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}
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return (float64(u.windowWidth)*u.actualScreenScale() - float64(u.width)*u.actualScreenScale()) / 2, 0
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}
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ox := 0.0
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oy := 0.0
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@ -358,15 +362,13 @@ func Run(width, height int, scale float64, title string, g GraphicsContext) erro
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// GLContext must be created before setting the screen size, which requires
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// swapping buffers.
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opengl.Init(currentUI.runOnMainThread)
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if err := u.runOnMainThread(func() error {
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_ = u.runOnMainThread(func() error {
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m := glfw.GetPrimaryMonitor()
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v := m.GetVideoMode()
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// The game is in window mode (not fullscreen mode) at the first state.
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// Don't refer u.initFullscreen here to avoid some GLFW problems.
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if !u.setScreenSize(width, height, scale, false) {
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return errors.New("ui: Fail to set the screen size")
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}
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u.setScreenSize(width, height, scale, false)
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u.title = title
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u.window.SetTitle(title)
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u.window.Show()
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@ -377,9 +379,7 @@ func Run(width, height int, scale float64, title string, g GraphicsContext) erro
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x, y = adjustWindowPosition(x, y)
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u.window.SetPos(x, y)
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return nil
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}); err != nil {
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return err
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}
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})
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return u.loop(g)
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}
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@ -398,7 +398,7 @@ func (u *userInterface) deviceScale() float64 {
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}
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func (u *userInterface) glfwSize() (int, int) {
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w := int(float64(u.width) * u.getScale() * u.glfwScale())
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w := int(float64(u.windowWidth) * u.getScale() * u.glfwScale())
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h := int(float64(u.height) * u.getScale() * u.glfwScale())
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return w, h
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}
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@ -512,24 +512,20 @@ func (u *userInterface) setScreenSize(width, height int, scale float64, fullscre
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return false
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}
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// actualScreenScale() depends on u.scale, so set the scale here and keep the original scale.
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origScale := u.scale
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u.scale = scale
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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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// TODO: The same check should be in ui_js.go
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const minWindowWidth = 252
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if int(float64(width)*u.actualScreenScale()) < minWindowWidth {
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u.scale = origScale
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return false
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}
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if u.width != width || u.height != height {
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u.width = width
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u.height = height
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u.fullscreenScale = 0
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u.width = width
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u.windowWidth = width
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s := scale * u.deviceScale()
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if int(float64(width)*s) < minWindowWidth {
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u.windowWidth = int(math.Ceil(minWindowWidth / s))
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}
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u.height = height
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u.scale = scale
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u.fullscreenScale = 0
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// To make sure the current existing framebuffers are rendered,
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// swap buffers here before SetSize is called.
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@ -550,19 +546,24 @@ func (u *userInterface) setScreenSize(width, height int, scale float64, fullscre
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u.origPosX = -1
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u.origPosY = -1
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}
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ch := make(chan struct{})
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u.window.SetFramebufferSizeCallback(func(_ *glfw.Window, width, height int) {
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u.window.SetFramebufferSizeCallback(nil)
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close(ch)
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})
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u.window.SetSize(u.glfwSize())
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event:
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for {
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glfw.PollEvents()
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select {
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case <-ch:
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break event
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default:
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oldW, oldH := u.window.GetSize()
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newW, newH := u.glfwSize()
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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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close(ch)
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})
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u.window.SetSize(u.glfwSize())
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event:
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for {
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glfw.PollEvents()
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select {
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case <-ch:
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break event
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default:
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}
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}
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}
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// Window title might be lost on macOS after coming back from fullscreen.
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