mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 11:18:54 +01:00
internal/ui: remove unnecessary receivers from methods
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parent
b32575b7b2
commit
58d3655597
@ -78,13 +78,13 @@ func (u *userInterfaceImpl) updateInputStateImpl() error {
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if !math.IsNaN(cx) && !math.IsNaN(cy) {
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cx2, cy2 := u.context.logicalPositionToClientPosition(cx, cy, s)
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cx2 = u.dipToGLFWPixel(cx2, m)
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cy2 = u.dipToGLFWPixel(cy2, m)
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cx2 = dipToGLFWPixel(cx2, m)
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cy2 = dipToGLFWPixel(cy2, m)
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u.window.SetCursorPos(cx2, cy2)
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} else {
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cx2, cy2 := u.window.GetCursorPos()
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cx2 = u.dipFromGLFWPixel(cx2, m)
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cy2 = u.dipFromGLFWPixel(cy2, m)
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cx2 = dipFromGLFWPixel(cx2, m)
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cy2 = dipFromGLFWPixel(cy2, m)
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cx, cy = u.context.clientPositionToLogicalPosition(cx2, cy2, s)
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}
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@ -277,12 +277,12 @@ func (u *userInterfaceImpl) setWindowMonitor(monitor *Monitor) {
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}
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}
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w := u.dipToGLFWPixel(float64(ww), monitor)
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h := u.dipToGLFWPixel(float64(wh), monitor)
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mw := u.dipFromGLFWMonitorPixel(float64(monitor.videoMode.Width), monitor)
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mh := u.dipFromGLFWMonitorPixel(float64(monitor.videoMode.Height), monitor)
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mw = u.dipToGLFWPixel(mw, monitor)
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mh = u.dipToGLFWPixel(mh, monitor)
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w := dipToGLFWPixel(float64(ww), monitor)
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h := dipToGLFWPixel(float64(wh), monitor)
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mw := dipFromGLFWMonitorPixel(float64(monitor.videoMode.Width), monitor)
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mh := dipFromGLFWMonitorPixel(float64(monitor.videoMode.Height), monitor)
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mw = dipToGLFWPixel(mw, monitor)
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mh = dipToGLFWPixel(mh, monitor)
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px, py := InitialWindowPosition(int(mw), int(mh), int(w), int(h))
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u.window.SetPos(monitor.x+px, monitor.y+py)
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@ -519,8 +519,8 @@ func (u *userInterfaceImpl) ScreenSizeInFullscreen() (int, int) {
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}
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if !u.isRunning() {
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m := u.getInitMonitor()
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w := u.dipFromGLFWMonitorPixel(float64(m.videoMode.Width), m)
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h := u.dipFromGLFWMonitorPixel(float64(m.videoMode.Height), m)
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w := dipFromGLFWMonitorPixel(float64(m.videoMode.Width), m)
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h := dipFromGLFWMonitorPixel(float64(m.videoMode.Height), m)
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return int(w), int(h)
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}
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@ -533,8 +533,8 @@ func (u *userInterfaceImpl) ScreenSizeInFullscreen() (int, int) {
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if m == nil {
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return
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}
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w = int(u.dipFromGLFWMonitorPixel(float64(m.videoMode.Width), m))
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h = int(u.dipFromGLFWMonitorPixel(float64(m.videoMode.Height), m))
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w = int(dipFromGLFWMonitorPixel(float64(m.videoMode.Width), m))
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h = int(dipFromGLFWMonitorPixel(float64(m.videoMode.Height), m))
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})
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return w, h
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}
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@ -752,8 +752,8 @@ func (u *userInterfaceImpl) createWindow() error {
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monitor := u.getInitMonitor()
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ww, wh := u.getInitWindowSizeInDIP()
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width := int(u.dipToGLFWPixel(float64(ww), monitor))
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height := int(u.dipToGLFWPixel(float64(wh), monitor))
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width := int(dipToGLFWPixel(float64(ww), monitor))
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height := int(dipToGLFWPixel(float64(wh), monitor))
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window, err := glfw.CreateWindow(width, height, "", nil, nil)
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if err != nil {
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return err
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@ -763,8 +763,8 @@ func (u *userInterfaceImpl) createWindow() error {
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// The position must be set before the size is set (#1982).
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// setWindowSizeInDIP refers the current monitor's device scale.
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wx, wy := u.getInitWindowPositionInDIP()
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mw := int(u.dipFromGLFWMonitorPixel(float64(monitor.videoMode.Width), monitor))
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mh := int(u.dipFromGLFWMonitorPixel(float64(monitor.videoMode.Height), monitor))
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mw := int(dipFromGLFWMonitorPixel(float64(monitor.videoMode.Width), monitor))
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mh := int(dipFromGLFWMonitorPixel(float64(monitor.videoMode.Height), monitor))
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if max := mw - ww; wx >= max {
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wx = max
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}
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@ -1020,8 +1020,8 @@ func (u *userInterfaceImpl) outsideSize() (float64, float64) {
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if m := u.currentMonitor(); m != nil {
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vm := m.videoMode
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ww, wh := vm.Width, vm.Height
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w = u.dipFromGLFWMonitorPixel(float64(ww), m)
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h = u.dipFromGLFWMonitorPixel(float64(wh), m)
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w = dipFromGLFWMonitorPixel(float64(ww), m)
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h = dipFromGLFWMonitorPixel(float64(wh), m)
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}
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return w, h
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}
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@ -1034,8 +1034,8 @@ func (u *userInterfaceImpl) outsideSize() (float64, float64) {
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// On Windows, the specified size at SetSize and the actual window size might
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// not match (#1163).
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ww, wh := u.window.GetSize()
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w := u.dipFromGLFWPixel(float64(ww), u.currentMonitor())
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h := u.dipFromGLFWPixel(float64(wh), u.currentMonitor())
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w := dipFromGLFWPixel(float64(ww), u.currentMonitor())
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h := dipFromGLFWPixel(float64(wh), u.currentMonitor())
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return w, h
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}
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@ -1255,24 +1255,24 @@ func (u *userInterfaceImpl) updateWindowSizeLimits() {
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if minw < 0 {
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// Always set the minimum window width.
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minw = int(u.dipToGLFWPixel(float64(u.minimumWindowWidth()), m))
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minw = int(dipToGLFWPixel(float64(u.minimumWindowWidth()), m))
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} else {
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minw = int(u.dipToGLFWPixel(float64(minw), m))
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minw = int(dipToGLFWPixel(float64(minw), m))
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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.dipToGLFWPixel(float64(minh), m))
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minh = int(dipToGLFWPixel(float64(minh), m))
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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.dipToGLFWPixel(float64(maxw), m))
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maxw = int(dipToGLFWPixel(float64(maxw), m))
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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.dipToGLFWPixel(float64(maxh), m))
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maxh = int(dipToGLFWPixel(float64(maxh), m))
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}
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u.window.SetSizeLimits(minw, minh, maxw, maxh)
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@ -1335,8 +1335,8 @@ func (u *userInterfaceImpl) setWindowSizeInDIP(width, height int, callSetSize bo
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// Set the window size after the position. The order matters.
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// In the opposite order, the window size might not be correct when going back from fullscreen with multi monitors.
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oldW, oldH := u.window.GetSize()
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newW := int(u.dipToGLFWPixel(float64(width), u.currentMonitor()))
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newH := int(u.dipToGLFWPixel(float64(height), u.currentMonitor()))
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newW := int(dipToGLFWPixel(float64(width), u.currentMonitor()))
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newH := int(dipToGLFWPixel(float64(height), u.currentMonitor()))
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if oldW != newW || oldH != newH {
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// Just after SetSize, GetSize is not reliable especially on Linux/UNIX.
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// Let's wait for FramebufferSize callback in any cases.
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@ -1396,8 +1396,8 @@ func (u *userInterfaceImpl) setFullscreen(fullscreen bool) {
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// TODO: Why?
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origX, origY := u.origWindowPos()
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ww := int(u.dipToGLFWPixel(float64(u.origWindowWidthInDIP), u.currentMonitor()))
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wh := int(u.dipToGLFWPixel(float64(u.origWindowHeightInDIP), u.currentMonitor()))
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ww := int(dipToGLFWPixel(float64(u.origWindowWidthInDIP), u.currentMonitor()))
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wh := int(dipToGLFWPixel(float64(u.origWindowHeightInDIP), u.currentMonitor()))
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if u.isNativeFullscreenAvailable() {
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u.setNativeFullscreen(false)
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// Adjust the window size later (after adjusting the position).
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@ -1615,8 +1615,8 @@ func (u *userInterfaceImpl) setWindowPositionInDIP(x, y int, monitor *Monitor) {
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}
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mx, my := monitor.x, monitor.y
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xf := u.dipToGLFWPixel(float64(x), monitor)
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yf := u.dipToGLFWPixel(float64(y), monitor)
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xf := dipToGLFWPixel(float64(x), monitor)
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yf := dipToGLFWPixel(float64(y), monitor)
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if x, y := u.adjustWindowPosition(mx+int(xf), my+int(yf), monitor); u.isFullscreen() {
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u.setOrigWindowPos(x, y)
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} else {
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@ -189,11 +189,11 @@ func videoModeScale(monitor *glfw.Monitor) float64 {
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return 1
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}
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func (u *userInterfaceImpl) dipFromGLFWMonitorPixel(x float64, monitor *Monitor) float64 {
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func dipFromGLFWMonitorPixel(x float64, monitor *Monitor) float64 {
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return x
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}
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func (u *userInterfaceImpl) dipFromGLFWPixel(x float64, monitor *Monitor) float64 {
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func dipFromGLFWPixel(x float64, monitor *Monitor) float64 {
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// NOTE: On macOS, GLFW exposes the device independent coordinate system.
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// Thus, the conversion functions are unnecessary,
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// however we still need the deviceScaleFactor internally
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@ -201,7 +201,7 @@ func (u *userInterfaceImpl) dipFromGLFWPixel(x float64, monitor *Monitor) float6
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return x
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}
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func (u *userInterfaceImpl) dipToGLFWPixel(x float64, monitor *Monitor) float64 {
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func dipToGLFWPixel(x float64, monitor *Monitor) float64 {
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return x
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}
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@ -110,15 +110,15 @@ func videoModeScale(m *glfw.Monitor) float64 {
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return 1
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}
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func (u *userInterfaceImpl) dipFromGLFWMonitorPixel(x float64, monitor *Monitor) float64 {
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func dipFromGLFWMonitorPixel(x float64, monitor *Monitor) float64 {
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return x / (monitor.videoModeScale * monitor.deviceScaleFactor())
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}
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func (u *userInterfaceImpl) dipFromGLFWPixel(x float64, monitor *Monitor) float64 {
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func dipFromGLFWPixel(x float64, monitor *Monitor) float64 {
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return x / monitor.deviceScaleFactor()
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}
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func (u *userInterfaceImpl) dipToGLFWPixel(x float64, monitor *Monitor) float64 {
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func dipToGLFWPixel(x float64, monitor *Monitor) float64 {
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return x * monitor.deviceScaleFactor()
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}
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@ -91,15 +91,15 @@ func videoModeScale(monitor *glfw.Monitor) float64 {
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return 1
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}
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func (u *userInterfaceImpl) dipFromGLFWMonitorPixel(x float64, monitor *Monitor) float64 {
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func dipFromGLFWMonitorPixel(x float64, monitor *Monitor) float64 {
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return x / monitor.deviceScaleFactor()
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}
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func (u *userInterfaceImpl) dipFromGLFWPixel(x float64, monitor *Monitor) float64 {
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func dipFromGLFWPixel(x float64, monitor *Monitor) float64 {
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return x / monitor.deviceScaleFactor()
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}
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func (u *userInterfaceImpl) dipToGLFWPixel(x float64, monitor *Monitor) float64 {
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func dipToGLFWPixel(x float64, monitor *Monitor) float64 {
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return x * monitor.deviceScaleFactor()
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}
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@ -266,8 +266,8 @@ func (w *glfwWindow) Position() (int, int) {
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m := w.ui.currentMonitor()
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wx -= m.x
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wy -= m.y
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xf := w.ui.dipFromGLFWPixel(float64(wx), m)
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yf := w.ui.dipFromGLFWPixel(float64(wy), m)
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xf := dipFromGLFWPixel(float64(wx), m)
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yf := dipFromGLFWPixel(float64(wy), m)
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x, y = int(xf), int(yf)
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})
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return x, y
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