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internal/uidriver/glfw: Refactoring: use glfw.Window when possible
Updates #1122
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parent
4263b8e352
commit
475453d5d2
@ -44,11 +44,9 @@ type monitorInfo struct {
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var (
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// user32 is defined at hideconsole_windows.go
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procGetSystemMetrics = user32.NewProc("GetSystemMetrics")
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procGetActiveWindow = user32.NewProc("GetActiveWindow")
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procGetForegroundWindow = user32.NewProc("GetForegroundWindow")
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procMonitorFromWindow = user32.NewProc("MonitorFromWindow")
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procGetMonitorInfoW = user32.NewProc("GetMonitorInfoW")
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procGetSystemMetrics = user32.NewProc("GetSystemMetrics")
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procMonitorFromWindow = user32.NewProc("MonitorFromWindow")
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procGetMonitorInfoW = user32.NewProc("GetMonitorInfoW")
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)
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func getSystemMetrics(nIndex int) (int, error) {
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@ -59,22 +57,6 @@ func getSystemMetrics(nIndex int) (int, error) {
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return int(r), nil
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}
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func getActiveWindow() (uintptr, error) {
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r, _, e := procGetActiveWindow.Call()
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if e != nil && e.(windows.Errno) != 0 {
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return 0, fmt.Errorf("ui: GetActiveWindow failed: error code: %d", e)
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}
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return r, nil
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}
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func getForegroundWindow() (uintptr, error) {
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r, _, e := procGetForegroundWindow.Call()
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if e != nil && e.(windows.Errno) != 0 {
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return 0, fmt.Errorf("ui: GetForegroundWindow failed: error code: %d", e)
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}
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return r, nil
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}
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func monitorFromWindow(hwnd uintptr, dwFlags uint32) (uintptr, error) {
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r, _, e := procMonitorFromWindow.Call(hwnd, uintptr(dwFlags))
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if e != nil && e.(windows.Errno) != 0 {
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@ -134,30 +116,11 @@ func (u *UserInterface) adjustWindowPosition(x, y int) (int, int) {
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return x, y
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}
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func currentMonitorByOS(_ *glfw.Window) *glfw.Monitor {
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// TODO: Should we return nil here?
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w, err := getActiveWindow()
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if err != nil {
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panic(err)
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}
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if w == 0 {
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// The active window doesn't exist when launching, or the application is runnable on unfocused.
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// Get the foreground window, that is common among multiple processes.
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w, err = getForegroundWindow()
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if err != nil {
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panic(err)
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}
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if w == 0 {
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// GetForegroundWindow can return null according to the document.
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return nil
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}
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}
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func currentMonitorByOS(w *glfw.Window) *glfw.Monitor {
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// Get the current monitor by the window handle instead of the window position. It is because the window
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// position is not relaiable in some cases e.g. when the window is put across multiple monitors.
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m, err := monitorFromWindow(w, monitorDefaultToNearest)
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m, err := monitorFromWindow(w.GetWin32Window(), monitorDefaultToNearest)
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if err != nil {
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// monitorFromWindow can return error on Wine. Ignore this.
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return nil
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