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internal/ui: bug fix: wrong monitor initialization on macOS
This change fixes these issues: * `currentMouseLocation()` returned a position in the macOS native coordinate. This means the Y axis is upward, while the Y axis is downward in the GLFW coordinate. This change adjusts the Y position. * `(*monitors).monitorFromGLFWMonitor` always returned nil at least on macOS. This change replaces this with a new method `(*monitors).primaryMonitor`. Updates #807 Closes #2794
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@ -79,16 +79,15 @@ func (m *monitors) append(ms []*Monitor) []*Monitor {
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return append(ms, m.monitors...)
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}
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func (m *monitors) monitorFromGLFWMonitor(glfwMonitor *glfw.Monitor) *Monitor {
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func (m *monitors) primaryMonitor() *Monitor {
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if atomic.LoadInt32(&m.updateCalled) == 0 {
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panic("ui: (*monitors).primaryMonitor must be called before (*monitors).append is called")
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}
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m.m.Lock()
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defer m.m.Unlock()
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for _, m := range m.monitors {
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if m.m == glfwMonitor {
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return m
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}
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}
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return nil
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return m.monitors[0]
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}
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func (m *monitors) monitorFromID(id int) *Monitor {
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@ -172,7 +172,7 @@ func initialize() error {
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return err
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}
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if m == nil {
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m = theMonitors.monitorFromGLFWMonitor(glfw.GetPrimaryMonitor())
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m = theMonitors.primaryMonitor()
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}
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// GetPrimaryMonitor might return nil in theory (#1887).
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@ -1479,7 +1479,7 @@ func (u *userInterfaceImpl) currentMonitor() *Monitor {
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return m
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}
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return theMonitors.monitorFromGLFWMonitor(glfw.GetPrimaryMonitor())
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return theMonitors.primaryMonitor()
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}
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func (u *userInterfaceImpl) readInputState(inputState *InputState) {
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@ -239,7 +239,7 @@ var (
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sel_windowWillExitFullScreen = objc.RegisterName("windowWillExitFullScreen:")
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)
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func currentMouseLocation() (x, y int) {
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func currentMouseLocationInDIP() (x, y int) {
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sig := cocoa.NSMethodSignature_signatureWithObjCTypes("{NSPoint=dd}@:")
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inv := cocoa.NSInvocation_invocationWithMethodSignature(sig)
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inv.SetTarget(objc.ID(class_NSEvent))
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@ -247,11 +247,20 @@ func currentMouseLocation() (x, y int) {
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inv.Invoke()
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var point cocoa.NSPoint
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inv.GetReturnValue(unsafe.Pointer(&point))
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return int(point.X), int(point.Y)
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// On macOS, the unit of GLFW (OS-native) pixels' scale and device-independent pixels's scale are the same.
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// The monitor sizes' scales are also the same.
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x, y = int(point.X), int(point.Y)
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// On macOS, the Y axis is upward. Adjust the Y position (#807, #2794).
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y = -y
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m := theMonitors.primaryMonitor()
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y += m.videoMode.Height
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return x, y
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}
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func initialMonitorByOS() (*Monitor, error) {
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x, y := currentMouseLocation()
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x, y := currentMouseLocationInDIP()
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// Find the monitor including the cursor.
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for _, m := range theMonitors.append(nil) {
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