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ui: MonitorSize should return the 'current' monitor size instead of the primary monitor size
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@ -240,7 +240,7 @@ func MonitorSize() (int, int) {
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return nil
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})
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} else {
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v = glfw.GetPrimaryMonitor().GetVideoMode()
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v = currentMonitor().GetVideoMode()
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}
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return v.Width, v.Height
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}
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2
run.go
2
run.go
@ -317,8 +317,6 @@ func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64,
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// MonitorSize returns the monitor size in device-independent pixels.
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// The adopted monitor is the 'current' monitor that includes the biggest area of the window.
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// However, if the window doesn't exist, MonitorSize returns the 'primary' monitor,
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// where the taskbar exists on Windows for example.
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//
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// On browsers, MonitorSize returns the 'window' size, not 'screen' size since an Ebiten game
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// should not know the outside of the window object.
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