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internal/ui: refactoring: remove unnecessary hack for unfocusing
The sleeping for an unfocused state also happens in (*userInterfaceImpl).update(). Updates #982 Updates #987
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@ -1017,21 +1017,6 @@ func (u *userInterfaceImpl) loopGame() error {
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}
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}
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func (u *userInterfaceImpl) updateGame() error {
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func (u *userInterfaceImpl) updateGame() error {
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var unfocused bool
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// On Windows, the focusing state might be always false (#987).
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// On Windows, even if a window is in another workspace, vsync seems to work.
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// Then let's assume the window is always 'focused' as a workaround.
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if runtime.GOOS != "windows" {
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unfocused = u.window.GetAttrib(glfw.Focused) == glfw.False
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}
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var t1, t2 time.Time
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if unfocused {
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t1 = time.Now()
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}
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var outsideWidth, outsideHeight float64
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var outsideWidth, outsideHeight float64
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var deviceScaleFactor float64
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var deviceScaleFactor float64
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var err error
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var err error
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@ -1053,20 +1038,6 @@ func (u *userInterfaceImpl) updateGame() error {
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u.mainThread.Call(u.swapBuffers)
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u.mainThread.Call(u.swapBuffers)
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}
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}
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if unfocused {
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t2 = time.Now()
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}
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// When a window is not focused, SwapBuffers might return immediately and CPU might be busy.
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// Mitigate this by sleeping (#982).
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if unfocused {
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d := t2.Sub(t1)
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const wait = time.Second / 60
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if d < wait {
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time.Sleep(wait - d)
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}
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}
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return nil
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return nil
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}
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}
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