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internal/ui: refactoring: indentation
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@ -1325,43 +1325,44 @@ func (u *userInterfaceImpl) setWindowSizeInDIPImpl(width, height int, fullscreen
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u.swapBuffers()
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}
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}
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} else {
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if mw := u.minimumWindowWidth(); width < mw {
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width = mw
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}
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if u.isNativeFullscreenAvailable() && u.isNativeFullscreen() {
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u.setNativeFullscreen(false)
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} else if !u.isNativeFullscreenAvailable() && u.window.GetMonitor() != nil {
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ww := int(u.dipToGLFWPixel(float64(width), u.currentMonitor()))
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wh := int(u.dipToGLFWPixel(float64(height), u.currentMonitor()))
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u.window.SetMonitor(nil, 0, 0, ww, wh, 0)
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glfw.PollEvents()
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u.swapBuffers()
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}
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return
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}
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if x, y := u.origWindowPos(); x != invalidPos && y != invalidPos {
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if mw := u.minimumWindowWidth(); width < mw {
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width = mw
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}
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if u.isNativeFullscreenAvailable() && u.isNativeFullscreen() {
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u.setNativeFullscreen(false)
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} else if !u.isNativeFullscreenAvailable() && u.window.GetMonitor() != nil {
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ww := int(u.dipToGLFWPixel(float64(width), u.currentMonitor()))
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wh := int(u.dipToGLFWPixel(float64(height), u.currentMonitor()))
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u.window.SetMonitor(nil, 0, 0, ww, wh, 0)
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glfw.PollEvents()
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u.swapBuffers()
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}
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if x, y := u.origWindowPos(); x != invalidPos && y != invalidPos {
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u.window.SetPos(x, y)
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// Dirty hack for macOS (#703). Rendering doesn't work correctly with one SetPos, but
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// work with two or more SetPos.
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if runtime.GOOS == "darwin" {
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u.window.SetPos(x+1, y)
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u.window.SetPos(x, y)
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// Dirty hack for macOS (#703). Rendering doesn't work correctly with one SetPos, but
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// work with two or more SetPos.
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if runtime.GOOS == "darwin" {
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u.window.SetPos(x+1, y)
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u.window.SetPos(x, y)
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}
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u.setOrigWindowPos(invalidPos, invalidPos)
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}
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u.setOrigWindowPos(invalidPos, invalidPos)
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}
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// Set the window size after the position. The order matters.
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// In the opposite order, the window size might not be correct when going back from fullscreen with multi monitors.
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oldW, oldH := u.window.GetSize()
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newW := int(u.dipToGLFWPixel(float64(width), u.currentMonitor()))
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newH := int(u.dipToGLFWPixel(float64(height), u.currentMonitor()))
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if oldW != newW || oldH != newH {
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// Just after SetSize, GetSize is not reliable especially on Linux/UNIX.
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// Let's wait for FramebufferSize callback in any cases.
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u.waitForFramebufferSizeCallback(u.window, func() {
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u.window.SetSize(newW, newH)
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})
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}
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// Set the window size after the position. The order matters.
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// In the opposite order, the window size might not be correct when going back from fullscreen with multi monitors.
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oldW, oldH := u.window.GetSize()
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newW := int(u.dipToGLFWPixel(float64(width), u.currentMonitor()))
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newH := int(u.dipToGLFWPixel(float64(height), u.currentMonitor()))
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if oldW != newW || oldH != newH {
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// Just after SetSize, GetSize is not reliable especially on Linux/UNIX.
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// Let's wait for FramebufferSize callback in any cases.
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u.waitForFramebufferSizeCallback(u.window, func() {
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u.window.SetSize(newW, newH)
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})
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}
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}
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