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internal/uidriver/glfw: Bug fix: Treat pixel units correctly
Updates #1385
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commit
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@ -53,13 +53,15 @@ type UserInterface struct {
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window *glfw.Window
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// windowWidth and windowHeight represents a window size.
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// The unit is device-dependent pixels.
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windowWidth int
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windowHeight int
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minWindowWidth int
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minWindowHeight int
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maxWindowWidth int
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maxWindowHeight int
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// The units are device-dependent pixels.
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windowWidth int
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windowHeight int
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// The units are device-independent pixels.
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minWindowWidthInDP int
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minWindowHeightInDP int
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maxWindowWidthInDP int
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maxWindowHeightInDP int
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running uint32
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toChangeSize bool
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@ -114,10 +116,10 @@ const (
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var (
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theUI = &UserInterface{
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runnableOnUnfocused: true,
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minWindowWidth: glfw.DontCare,
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minWindowHeight: glfw.DontCare,
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maxWindowWidth: glfw.DontCare,
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maxWindowHeight: glfw.DontCare,
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minWindowWidthInDP: glfw.DontCare,
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minWindowHeightInDP: glfw.DontCare,
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maxWindowWidthInDP: glfw.DontCare,
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maxWindowHeightInDP: glfw.DontCare,
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origPosX: invalidPos,
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origPosY: invalidPos,
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initVsync: true,
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@ -243,22 +245,22 @@ func (u *UserInterface) setRunning(running bool) {
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}
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}
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func (u *UserInterface) getWindowSizeLimits() (minw, minh, maxw, maxh int) {
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func (u *UserInterface) getWindowSizeLimitsInDP() (minw, minh, maxw, maxh int) {
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u.m.RLock()
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defer u.m.RUnlock()
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return u.minWindowWidth, u.minWindowHeight, u.maxWindowWidth, u.maxWindowHeight
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return u.minWindowWidthInDP, u.minWindowHeightInDP, u.maxWindowWidthInDP, u.maxWindowHeightInDP
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}
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func (u *UserInterface) setWindowSizeLimits(minw, minh, maxw, maxh int) bool {
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func (u *UserInterface) setWindowSizeLimitsInDP(minw, minh, maxw, maxh int) bool {
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u.m.RLock()
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defer u.m.RUnlock()
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if u.minWindowWidth == minw && u.minWindowHeight == minh && u.maxWindowWidth == maxw && u.maxWindowHeight == maxh {
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if u.minWindowWidthInDP == minw && u.minWindowHeightInDP == minh && u.maxWindowWidthInDP == maxw && u.maxWindowHeightInDP == maxh {
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return false
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}
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u.minWindowWidth = minw
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u.minWindowHeight = minh
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u.maxWindowWidth = maxw
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u.maxWindowHeight = maxh
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u.minWindowWidthInDP = minw
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u.minWindowHeightInDP = minh
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u.maxWindowWidthInDP = maxw
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u.maxWindowHeightInDP = maxh
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return true
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}
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@ -1008,24 +1010,34 @@ func (u *UserInterface) swapBuffers() {
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// updateWindowSizeLimits must be called from the main thread.
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func (u *UserInterface) updateWindowSizeLimits() {
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minw, minh, maxw, maxh := u.getWindowSizeLimits()
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minw, minh, maxw, maxh := u.getWindowSizeLimitsInDP()
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if minw < 0 {
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minw = glfw.DontCare
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} else {
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minw = int(u.toGLFWPixel(float64(minw)))
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}
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if minh < 0 {
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minh = glfw.DontCare
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} else {
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minh = int(u.toGLFWPixel(float64(minh)))
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}
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if maxw < 0 {
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maxw = glfw.DontCare
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} else {
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maxw = int(u.toGLFWPixel(float64(maxw)))
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}
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if maxh < 0 {
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maxh = glfw.DontCare
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} else {
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maxh = int(u.toGLFWPixel(float64(maxh)))
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}
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u.window.SetSizeLimits(minw, minh, maxw, maxh)
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}
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func (u *UserInterface) adjustWindowSizeBasedOnSizeLimits(width, height int) (int, int) {
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minw, minh, maxw, maxh := u.getWindowSizeLimits()
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// adjustWindowSizeBasedOnSizeLimitsInDP adjust the size based on the window size limits.
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// width and height are in device-independent pixels.
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func (u *UserInterface) adjustWindowSizeBasedOnSizeLimitsInDP(width, height int) (int, int) {
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minw, minh, maxw, maxh := u.getWindowSizeLimitsInDP()
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if minw >= 0 && width < minw {
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width = minw
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}
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@ -1043,7 +1055,11 @@ func (u *UserInterface) adjustWindowSizeBasedOnSizeLimits(width, height int) (in
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// setWindowSize must be called from the main thread.
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func (u *UserInterface) setWindowSize(width, height int, fullscreen bool) {
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width, height = u.adjustWindowSizeBasedOnSizeLimits(width, height)
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wdp := int(u.fromGLFWPixel(float64(width)))
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hdp := int(u.fromGLFWPixel(float64(height)))
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wdp, hdp = u.adjustWindowSizeBasedOnSizeLimitsInDP(wdp, hdp)
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width = int(u.toGLFWPixel(float64(wdp)))
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height = int(u.toGLFWPixel(float64(hdp)))
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if u.windowWidth == width && u.windowHeight == height && u.isFullscreen() == fullscreen && u.lastDeviceScaleFactor == u.deviceScaleFactor() {
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return
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@ -229,7 +229,7 @@ func (w *window) setPosition(x, y int) {
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func (w *window) Size() (int, int) {
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if !w.ui.isRunning() {
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ww, wh := w.ui.getInitWindowSize()
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return w.ui.adjustWindowSizeBasedOnSizeLimits(ww, wh)
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return w.ui.adjustWindowSizeBasedOnSizeLimitsInDP(ww, wh)
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}
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ww := int(w.ui.fromGLFWPixel(float64(w.ui.windowWidth)))
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wh := int(w.ui.fromGLFWPixel(float64(w.ui.windowHeight)))
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@ -250,36 +250,12 @@ func (w *window) SetSize(width, height int) {
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}
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func (w *window) SizeLimits() (minw, minh, maxw, maxh int) {
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minw, minh, maxw, maxh = w.ui.getWindowSizeLimits()
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if minw >= 0 {
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minw = int(w.ui.fromGLFWPixel(float64(minw)))
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}
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if minh >= 0 {
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minh = int(w.ui.fromGLFWPixel(float64(minh)))
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}
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if maxw >= 0 {
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maxw = int(w.ui.fromGLFWPixel(float64(maxw)))
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}
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if maxh >= 0 {
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maxh = int(w.ui.fromGLFWPixel(float64(maxh)))
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}
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minw, minh, maxw, maxh = w.ui.getWindowSizeLimitsInDP()
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return
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}
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func (w *window) SetSizeLimits(minw, minh, maxw, maxh int) {
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if minw >= 0 {
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minw = int(w.ui.toGLFWPixel(float64(minw)))
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}
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if minh >= 0 {
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minh = int(w.ui.toGLFWPixel(float64(minh)))
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}
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if maxw >= 0 {
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maxw = int(w.ui.toGLFWPixel(float64(maxw)))
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}
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if maxh >= 0 {
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maxh = int(w.ui.toGLFWPixel(float64(maxh)))
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}
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if !w.ui.setWindowSizeLimits(minw, minh, maxw, maxh) {
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if !w.ui.setWindowSizeLimitsInDP(minw, minh, maxw, maxh) {
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return
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}
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if !w.ui.isRunning() {
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