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uidriver/glfw: Make the panic messages more consistent
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0ec447e0d0
commit
5153713469
@ -125,7 +125,7 @@ func initialize() error {
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}
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if w == nil {
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// This can happen on Windows Remote Desktop (#903).
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panic("ui: glfw.CreateWindow must not return nil")
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panic("glfw: glfw.CreateWindow must not return nil")
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}
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// TODO: Fix this hack. currentMonitorImpl now requires u.window on POSIX.
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@ -321,7 +321,7 @@ func (u *UserInterface) ScreenSizeInFullscreen() (int, int) {
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func (u *UserInterface) SetScreenSize(width, height int) {
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if !u.isRunning() {
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panic("ui: Run is not called yet")
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panic("glfw: SetScreenSize can't be called before the main loop starts")
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}
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_ = u.t.Call(func() error {
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// TODO: What if the window is maximized? (#320)
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@ -332,7 +332,7 @@ func (u *UserInterface) SetScreenSize(width, height int) {
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func (u *UserInterface) SetScreenScale(scale float64) {
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if !u.isRunning() {
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panic("ui: Run is not called yet")
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panic("glfw: SetScreenScale can't be called before the main loop starts")
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}
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_ = u.t.Call(func() error {
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// TODO: What if the window is maximized? (#320)
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@ -356,7 +356,7 @@ func (u *UserInterface) ScreenScale() float64 {
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// isFullscreen must be called from the main thread.
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func (u *UserInterface) isFullscreen() bool {
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if !u.isRunning() {
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panic("ui: the game must be running at isFullscreen")
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panic("glfw: isFullscreen can't be called before the main loop starts")
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}
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return u.window.GetMonitor() != nil
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}
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@ -571,7 +571,7 @@ func (u *UserInterface) SetWindowResizable(resizable bool) {
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return
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}
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panic("ui: SetWindowResizable can't be called after Run so far.")
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panic("glfw: SetWindowResizable can't be called after the main loop so far.")
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// TODO: Now SetAttrib doesn't exist on GLFW 3.2. Revisit later (#556).
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}
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@ -1056,7 +1056,7 @@ func (u *UserInterface) SetWindowPosition(x, y int) {
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func (u *UserInterface) WindowPosition() (int, int) {
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if !u.isRunning() {
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panic("ui: Run is not called yet")
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panic("glfw: WindowPosition can't be called before the main loop starts")
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}
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x, y := 0, 0
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_ = u.t.Call(func() error {
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@ -1075,7 +1075,7 @@ func (u *UserInterface) SetScreenTransparent(transparent bool) {
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u.setInitScreenTransparent(transparent)
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return
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}
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panic("ui: SetScreenTransparent can't be called after Run.")
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panic("glfw: SetScreenTransparent can't be called after the main loop starts")
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}
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func (u *UserInterface) IsScreenTransparent() bool {
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