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internal/ui: bug fix: MaximizeWindow before Run caused an unexpected error on Windows
Closes #2137
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@ -678,10 +678,6 @@ func (u *userInterfaceImpl) createWindow(width, height int) error {
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u.window.SetTitle(u.title)
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u.window.SetTitle(u.title)
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// Icons are set after every frame. They don't have to be cared here.
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// Icons are set after every frame. They don't have to be cared here.
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u.registerWindowSetSizeCallback()
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u.registerWindowCloseCallback()
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u.registerWindowFramebufferSizeCallback()
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u.updateWindowSizeLimits()
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u.updateWindowSizeLimits()
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return nil
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return nil
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@ -924,6 +920,12 @@ func (u *userInterfaceImpl) init() error {
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gamepad.SetNativeWindow(u.nativeWindow())
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gamepad.SetNativeWindow(u.nativeWindow())
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// Register callbacks after the window initialization done.
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// The callback might cause swapping frames, that assumes the window is already set (#2137).
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u.registerWindowSetSizeCallback()
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u.registerWindowCloseCallback()
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u.registerWindowFramebufferSizeCallback()
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return nil
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return nil
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}
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}
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