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internal/uidriver/glfw: Bug fix: Wait for FramebufferSize callback after a window creation
Closes #1847
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parent
1dc637a66d
commit
2f2ccbbe55
@ -727,9 +727,12 @@ func (u *UserInterface) createWindow() error {
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return err
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}
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initializeWindowAfterCreation(window)
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u.window = window
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// Even just after a window creation, FramebufferSize callback might be invoked (#1847).
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// Ensure to consume this callback.
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u.waitForFramebufferSizeCallback(nil)
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if u.Graphics().IsGL() {
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u.window.MakeContextCurrent()
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}
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@ -817,6 +820,51 @@ func (u *UserInterface) registerWindowCloseCallback() {
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u.window.SetCloseCallback(u.closeCallback)
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}
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// waitForFramebufferSizeCallback waits for GLFW's FramebufferSize callback.
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// f is a process executed after registering the callback.
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// If the callback is not invoked for a while, waitForFramebufferSizeCallback times out and return.
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//
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// waitForFramebufferSizeCallback must be called from the main thread.
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func (u *UserInterface) waitForFramebufferSizeCallback(f func()) {
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u.framebufferSizeCallbackCh = make(chan struct{}, 1)
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if u.framebufferSizeCallback == 0 {
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u.framebufferSizeCallback = glfw.ToFramebufferSizeCallback(func(_ *glfw.Window, w, h int) {
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// This callback can be invoked multiple times by one PollEvents in theory (#1618).
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// Allow the case when the channel is full.
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select {
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case u.framebufferSizeCallbackCh <- struct{}{}:
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default:
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}
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})
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}
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u.window.SetFramebufferSizeCallback(u.framebufferSizeCallback)
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if f != nil {
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f()
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}
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// Use the timeout as FramebufferSize event might not be fired (#1618).
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t := time.NewTimer(time.Second)
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defer t.Stop()
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event:
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for {
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glfw.PollEvents()
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select {
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case <-u.framebufferSizeCallbackCh:
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break event
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case <-t.C:
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break event
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default:
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time.Sleep(time.Millisecond)
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}
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}
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u.window.SetFramebufferSizeCallback(glfw.ToFramebufferSizeCallback(nil))
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close(u.framebufferSizeCallbackCh)
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u.framebufferSizeCallbackCh = nil
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}
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func (u *UserInterface) init() error {
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if u.Graphics().IsGL() {
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glfw.WindowHint(glfw.ClientAPI, glfw.OpenGLAPI)
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@ -1293,41 +1341,11 @@ func (u *UserInterface) setWindowSizeInDIPImpl(width, height int, fullscreen boo
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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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u.framebufferSizeCallbackCh = make(chan struct{}, 1)
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if u.framebufferSizeCallback == 0 {
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u.framebufferSizeCallback = glfw.ToFramebufferSizeCallback(func(_ *glfw.Window, _, _ int) {
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// This callback can be invoked multiple times by one PollEvents in theory (#1618).
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// Allow the case when the channel is full.
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select {
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case u.framebufferSizeCallbackCh <- struct{}{}:
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default:
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}
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})
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}
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u.window.SetFramebufferSizeCallback(u.framebufferSizeCallback)
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u.window.SetSize(newW, 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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// Use the timeout as FramebufferSize event might not be fired (#1618).
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t := time.NewTimer(time.Second)
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defer t.Stop()
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event:
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for {
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glfw.PollEvents()
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select {
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case <-u.framebufferSizeCallbackCh:
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break event
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case <-t.C:
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break event
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default:
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time.Sleep(time.Millisecond)
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}
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}
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u.window.SetFramebufferSizeCallback(glfw.ToFramebufferSizeCallback(nil))
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close(u.framebufferSizeCallbackCh)
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u.framebufferSizeCallbackCh = nil
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u.waitForFramebufferSizeCallback(func() {
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u.window.SetSize(newW, newH)
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})
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}
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// Window title might be lost on macOS after coming back from fullscreen.
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