ui: Allow smaller window width (#444)

This commit is contained in:
Hajime Hoshi 2017-10-20 03:25:21 +09:00
parent 414170b138
commit 05e220e105

View File

@ -20,8 +20,8 @@
package ui
import (
"errors"
"image"
"math"
"runtime"
"sync"
"time"
@ -34,6 +34,7 @@ type userInterface struct {
title string
window *glfw.Window
width int
windowWidth int
height int
scale float64
cachedDeviceScale float64
@ -294,8 +295,11 @@ func ScreenOffset() (float64, float64) {
return 0, 0
}
if !IsFullscreen() {
if u.width == u.windowWidth {
return 0, 0
}
return (float64(u.windowWidth)*u.actualScreenScale() - float64(u.width)*u.actualScreenScale()) / 2, 0
}
ox := 0.0
oy := 0.0
m := glfw.GetPrimaryMonitor()
@ -358,15 +362,13 @@ func Run(width, height int, scale float64, title string, g GraphicsContext) erro
// GLContext must be created before setting the screen size, which requires
// swapping buffers.
opengl.Init(currentUI.runOnMainThread)
if err := u.runOnMainThread(func() error {
_ = u.runOnMainThread(func() error {
m := glfw.GetPrimaryMonitor()
v := m.GetVideoMode()
// The game is in window mode (not fullscreen mode) at the first state.
// Don't refer u.initFullscreen here to avoid some GLFW problems.
if !u.setScreenSize(width, height, scale, false) {
return errors.New("ui: Fail to set the screen size")
}
u.setScreenSize(width, height, scale, false)
u.title = title
u.window.SetTitle(title)
u.window.Show()
@ -377,9 +379,7 @@ func Run(width, height int, scale float64, title string, g GraphicsContext) erro
x, y = adjustWindowPosition(x, y)
u.window.SetPos(x, y)
return nil
}); err != nil {
return err
}
})
return u.loop(g)
}
@ -398,7 +398,7 @@ func (u *userInterface) deviceScale() float64 {
}
func (u *userInterface) glfwSize() (int, int) {
w := int(float64(u.width) * u.getScale() * u.glfwScale())
w := int(float64(u.windowWidth) * u.getScale() * u.glfwScale())
h := int(float64(u.height) * u.getScale() * u.glfwScale())
return w, h
}
@ -512,24 +512,20 @@ func (u *userInterface) setScreenSize(width, height int, scale float64, fullscre
return false
}
// actualScreenScale() depends on u.scale, so set the scale here and keep the original scale.
origScale := u.scale
u.scale = scale
// 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.
// TODO: The same check should be in ui_js.go
const minWindowWidth = 252
if int(float64(width)*u.actualScreenScale()) < minWindowWidth {
u.scale = origScale
return false
}
if u.width != width || u.height != height {
u.width = width
u.height = height
u.fullscreenScale = 0
u.windowWidth = width
s := scale * u.deviceScale()
if int(float64(width)*s) < minWindowWidth {
u.windowWidth = int(math.Ceil(minWindowWidth / s))
}
u.height = height
u.scale = scale
u.fullscreenScale = 0
// To make sure the current existing framebuffers are rendered,
// swap buffers here before SetSize is called.
@ -550,8 +546,12 @@ func (u *userInterface) setScreenSize(width, height int, scale float64, fullscre
u.origPosX = -1
u.origPosY = -1
}
oldW, oldH := u.window.GetSize()
newW, newH := u.glfwSize()
if oldW != newW || oldH != newH {
ch := make(chan struct{})
u.window.SetFramebufferSizeCallback(func(_ *glfw.Window, width, height int) {
u.window.SetFramebufferSizeCallback(func(_ *glfw.Window, _, _ int) {
u.window.SetFramebufferSizeCallback(nil)
close(ch)
})
@ -565,6 +565,7 @@ func (u *userInterface) setScreenSize(width, height int, scale float64, fullscre
default:
}
}
}
// Window title might be lost on macOS after coming back from fullscreen.
u.window.SetTitle(u.title)
}