uidriver/glfw: Rename variables

DP represents a device independent pixel.
This commit is contained in:
Hajime Hoshi 2019-12-09 00:11:18 +09:00
parent 7d403930af
commit 190feb6ecd

View File

@ -38,13 +38,13 @@ import (
) )
type UserInterface struct { type UserInterface struct {
title string title string
window *glfw.Window window *glfw.Window
width int screenWidthInDP int
windowWidth int windowWidthInDP int
height int screenHeightInDP int
scale float64 scale float64
fullscreenScale float64 fullscreenScale float64
running bool running bool
toChangeSize bool toChangeSize bool
@ -55,17 +55,17 @@ type UserInterface struct {
lastDeviceScaleFactor float64 lastDeviceScaleFactor float64
initMonitor *glfw.Monitor initMonitor *glfw.Monitor
initFullscreenWidth int initFullscreenWidthInDP int
initFullscreenHeight int initFullscreenHeightInDP int
initFullscreen bool initFullscreen bool
initCursorVisible bool initCursorVisible bool
initWindowDecorated bool initWindowDecorated bool
initWindowResizable bool initWindowResizable bool
initWindowPositionX int initWindowPositionX int
initWindowPositionY int initWindowPositionY int
initScreenTransparent bool initScreenTransparent bool
initIconImages []image.Image initIconImages []image.Image
reqWidth int reqWidth int
reqHeight int reqHeight int
@ -134,8 +134,8 @@ func initialize() error {
theUI.window = w theUI.window = w
theUI.initMonitor = theUI.currentMonitorFromPosition() theUI.initMonitor = theUI.currentMonitorFromPosition()
v := theUI.initMonitor.GetVideoMode() v := theUI.initMonitor.GetVideoMode()
theUI.initFullscreenWidth = int(theUI.toDeviceIndependentPixel(float64(v.Width))) theUI.initFullscreenWidthInDP = int(theUI.toDeviceIndependentPixel(float64(v.Width)))
theUI.initFullscreenHeight = int(theUI.toDeviceIndependentPixel(float64(v.Height))) theUI.initFullscreenHeightInDP = int(theUI.toDeviceIndependentPixel(float64(v.Height)))
theUI.window.Destroy() theUI.window.Destroy()
theUI.window = nil theUI.window = nil
@ -317,7 +317,7 @@ func (u *UserInterface) toDeviceDependentPixel(x float64) float64 {
func (u *UserInterface) ScreenSizeInFullscreen() (int, int) { func (u *UserInterface) ScreenSizeInFullscreen() (int, int) {
if !u.isRunning() { if !u.isRunning() {
return u.initFullscreenWidth, u.initFullscreenHeight return u.initFullscreenWidthInDP, u.initFullscreenHeightInDP
} }
var w, h int var w, h int
@ -341,7 +341,7 @@ func (u *UserInterface) SetScreenScale(scale float64) {
if !u.isRunning() { if !u.isRunning() {
panic("glfw: SetScreenScale can't be called before the main loop starts") panic("glfw: SetScreenScale can't be called before the main loop starts")
} }
u.setScreenSize(u.width, u.height, scale, u.isFullscreen(), u.vsync) u.setScreenSize(u.screenWidthInDP, u.screenHeightInDP, scale, u.isFullscreen(), u.vsync)
} }
func (u *UserInterface) ScreenScale() float64 { func (u *UserInterface) ScreenScale() float64 {
@ -381,7 +381,7 @@ func (u *UserInterface) SetFullscreen(fullscreen bool) {
u.setInitFullscreen(fullscreen) u.setInitFullscreen(fullscreen)
return return
} }
u.setScreenSize(u.width, u.height, u.scale, fullscreen, u.vsync) u.setScreenSize(u.screenWidthInDP, u.screenHeightInDP, u.scale, fullscreen, u.vsync)
} }
func (u *UserInterface) SetRunnableInBackground(runnableInBackground bool) { func (u *UserInterface) SetRunnableInBackground(runnableInBackground bool) {
@ -403,7 +403,7 @@ func (u *UserInterface) SetVsyncEnabled(enabled bool) {
u.m.Unlock() u.m.Unlock()
return return
} }
u.setScreenSize(u.width, u.height, u.scale, u.isFullscreen(), enabled) u.setScreenSize(u.screenWidthInDP, u.screenHeightInDP, u.scale, u.isFullscreen(), enabled)
} }
func (u *UserInterface) IsVsyncEnabled() bool { func (u *UserInterface) IsVsyncEnabled() bool {
@ -440,13 +440,13 @@ func (u *UserInterface) ScreenPadding() (x0, y0, x1, y1 float64) {
return 0, 0, 0, 0 return 0, 0, 0, 0
} }
if !u.IsFullscreen() { if !u.IsFullscreen() {
if u.width == u.windowWidth { if u.screenWidthInDP == u.windowWidthInDP {
return 0, 0, 0, 0 return 0, 0, 0, 0
} }
// The window width can be bigger than the game screen width (#444). // The window width can be bigger than the game screen width (#444).
ox := 0.0 ox := 0.0
_ = u.t.Call(func() error { _ = u.t.Call(func() error {
ox = (float64(u.windowWidth)*u.actualScreenScale() - float64(u.width)*u.actualScreenScale()) / 2 ox = (float64(u.windowWidthInDP)*u.actualScreenScale() - float64(u.screenWidthInDP)*u.actualScreenScale()) / 2
return nil return nil
}) })
return ox, 0, ox, 0 return ox, 0, ox, 0
@ -458,8 +458,8 @@ func (u *UserInterface) ScreenPadding() (x0, y0, x1, y1 float64) {
mx := 0.0 mx := 0.0
my := 0.0 my := 0.0
_ = u.t.Call(func() error { _ = u.t.Call(func() error {
sx = float64(u.width) * u.actualScreenScale() sx = float64(u.screenWidthInDP) * u.actualScreenScale()
sy = float64(u.height) * u.actualScreenScale() sy = float64(u.screenHeightInDP) * u.actualScreenScale()
v := u.currentMonitor().GetVideoMode() v := u.currentMonitor().GetVideoMode()
d = u.deviceScaleFactor() d = u.deviceScaleFactor()
@ -780,8 +780,8 @@ func (u *UserInterface) run(width, height int, scale float64, title string, cont
// deviceDependentWindowSize must be called from the main thread. // deviceDependentWindowSize must be called from the main thread.
func (u *UserInterface) deviceDependentWindowSize() (int, int) { func (u *UserInterface) deviceDependentWindowSize() (int, int) {
w := int(u.toDeviceDependentPixel(float64(u.windowWidth) * u.getScale())) w := int(u.toDeviceDependentPixel(float64(u.windowWidthInDP) * u.getScale()))
h := int(u.toDeviceDependentPixel(float64(u.height) * u.getScale())) h := int(u.toDeviceDependentPixel(float64(u.screenHeightInDP) * u.getScale()))
return w, h return w, h
} }
@ -792,8 +792,8 @@ func (u *UserInterface) getScale() float64 {
} }
if u.fullscreenScale == 0 { if u.fullscreenScale == 0 {
v := u.currentMonitor().GetVideoMode() v := u.currentMonitor().GetVideoMode()
sw := u.toDeviceIndependentPixel(float64(v.Width)) / float64(u.width) sw := u.toDeviceIndependentPixel(float64(v.Width)) / float64(u.screenWidthInDP)
sh := u.toDeviceIndependentPixel(float64(v.Height)) / float64(u.height) sh := u.toDeviceIndependentPixel(float64(v.Height)) / float64(u.screenHeightInDP)
s := sw s := sw
if s > sh { if s > sh {
s = sh s = sh
@ -809,7 +809,7 @@ func (u *UserInterface) actualScreenScale() float64 {
} }
func (u *UserInterface) updateSize(context driver.UIContext) { func (u *UserInterface) updateSize(context driver.UIContext) {
u.setScreenSize(u.width, u.height, u.scale, u.isFullscreen(), u.vsync) u.setScreenSize(u.screenWidthInDP, u.screenHeightInDP, u.scale, u.isFullscreen(), u.vsync)
sizeChanged := false sizeChanged := false
_ = u.t.Call(func() error { _ = u.t.Call(func() error {
@ -827,7 +827,7 @@ func (u *UserInterface) updateSize(context driver.UIContext) {
actualScale = u.actualScreenScale() actualScale = u.actualScreenScale()
return nil return nil
}) })
context.SetSize(u.width, u.height, actualScale) context.SetSize(u.screenWidthInDP, u.screenHeightInDP, actualScale)
} }
} }
@ -842,7 +842,7 @@ func (u *UserInterface) update(context driver.UIContext) error {
} }
if u.isInitFullscreen() { if u.isInitFullscreen() {
u.setScreenSize(u.width, u.height, u.scale, true, u.vsync) u.setScreenSize(u.screenWidthInDP, u.screenHeightInDP, u.scale, true, u.vsync)
u.setInitFullscreen(false) u.setInitFullscreen(false)
} }
@ -948,7 +948,7 @@ func (u *UserInterface) setScreenSize(width, height int, scale float64, fullscre
windowRecreated := false windowRecreated := false
_ = u.t.Call(func() error { _ = u.t.Call(func() error {
if u.width == width && u.height == height && u.scale == scale && u.isFullscreen() == fullscreen && u.vsync == vsync && u.lastDeviceScaleFactor == u.deviceScaleFactor() { if u.screenWidthInDP == width && u.screenHeightInDP == height && u.scale == scale && u.isFullscreen() == fullscreen && u.vsync == vsync && u.lastDeviceScaleFactor == u.deviceScaleFactor() {
return nil return nil
} }
@ -967,13 +967,13 @@ func (u *UserInterface) setScreenSize(width, height int, scale float64, fullscre
height = 1 height = 1
} }
u.width = width u.screenWidthInDP = width
u.windowWidth = width u.windowWidthInDP = width
s := scale * u.deviceScaleFactor() s := scale * u.deviceScaleFactor()
if int(float64(width)*s) < minWindowWidth { if int(float64(width)*s) < minWindowWidth {
u.windowWidth = int(math.Ceil(float64(minWindowWidth) / s)) u.windowWidthInDP = int(math.Ceil(float64(minWindowWidth) / s))
} }
u.height = height u.screenHeightInDP = height
u.scale = scale u.scale = scale
u.fullscreenScale = 0 u.fullscreenScale = 0
u.vsync = vsync u.vsync = vsync