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ui: Refactoring: Use the current monitor
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@ -383,8 +383,7 @@ func ScreenPadding() (x0, y0, x1, y1 float64) {
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return ox, 0, ox, 0
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return ox, 0, ox, 0
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}
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}
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m := glfw.GetPrimaryMonitor()
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v := u.window.GetMonitor().GetVideoMode()
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v := m.GetVideoMode()
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d := u.deviceScale.Get()
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d := u.deviceScale.Get()
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mx := float64(v.Width) * d / glfwScale()
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mx := float64(v.Width) * d / glfwScale()
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@ -527,8 +526,7 @@ func (u *userInterface) getScale() float64 {
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return u.scale
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return u.scale
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}
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}
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if u.fullscreenScale == 0 {
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if u.fullscreenScale == 0 {
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m := glfw.GetPrimaryMonitor()
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v := u.window.GetMonitor().GetVideoMode()
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v := m.GetVideoMode()
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sw := float64(v.Width) / glfwScale() / float64(u.width)
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sw := float64(v.Width) / glfwScale() / float64(u.width)
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sh := float64(v.Height) / glfwScale() / float64(u.height)
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sh := float64(v.Height) / glfwScale() / float64(u.height)
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s := sw
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s := sw
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