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interna/uidriver: refactoring: remove initFPSMode
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commit
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@ -87,7 +87,6 @@ type UserInterface struct {
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initFullscreenHeightInDIP int
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initTitle string
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initFPSMode driver.FPSMode
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initFullscreen bool
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initCursorMode driver.CursorMode
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initWindowDecorated bool
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@ -130,7 +129,6 @@ var (
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maxWindowHeightInDIP: glfw.DontCare,
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origPosX: invalidPos,
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origPosY: invalidPos,
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initFPSMode: driver.FPSModeVsyncOn,
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initCursorMode: driver.CursorModeVisible,
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initWindowDecorated: true,
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initWindowPositionXInDIP: invalidPos,
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@ -299,13 +297,6 @@ func (u *UserInterface) setInitTitle(title string) {
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u.m.RUnlock()
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}
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func (u *UserInterface) getInitFPSMode() driver.FPSMode {
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u.m.RLock()
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v := u.initFPSMode
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u.m.RUnlock()
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return v
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}
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func (u *UserInterface) isInitFullscreen() bool {
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u.m.RLock()
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v := u.initFullscreen
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@ -582,20 +573,14 @@ func (u *UserInterface) IsRunnableOnUnfocused() bool {
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func (u *UserInterface) SetFPSMode(mode driver.FPSMode) {
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if !u.isRunning() {
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// In general, m is used for locking init* values.
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// m is not used for updating vsync in setWindowSize so far, but
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// it should be OK since any goroutines can't reach here when
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// the game already starts and setWindowSize can be called.
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u.m.Lock()
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u.initFPSMode = mode
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u.fpsMode = mode
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u.m.Unlock()
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return
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}
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_ = u.t.Call(func() error {
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if !u.fpsModeInited {
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u.m.Lock()
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u.initFPSMode = mode
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u.m.Unlock()
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u.fpsMode = mode
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return nil
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}
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u.setFPSMode(mode)
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@ -606,14 +591,13 @@ func (u *UserInterface) SetFPSMode(mode driver.FPSMode) {
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func (u *UserInterface) FPSMode() driver.FPSMode {
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if !u.isRunning() {
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return u.getInitFPSMode()
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u.m.Lock()
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m := u.fpsMode
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u.m.Unlock()
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return m
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}
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var v driver.FPSMode
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_ = u.t.Call(func() error {
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if !u.fpsModeInited {
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v = u.getInitFPSMode()
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return nil
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}
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v = u.fpsMode
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return nil
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})
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@ -983,9 +967,14 @@ func (u *UserInterface) updateSize() (float64, float64) {
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// setFPSMode must be called from the main thread.
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func (u *UserInterface) setFPSMode(fpsMode driver.FPSMode) {
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needUpdate := u.fpsMode != fpsMode || !u.fpsModeInited
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u.fpsMode = fpsMode
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u.fpsModeInited = true
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if !needUpdate {
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return
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}
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sticky := glfw.True
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if fpsMode == driver.FPSModeVsyncOffMinimum {
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sticky = glfw.False
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@ -1015,7 +1004,7 @@ func (u *UserInterface) update() (float64, float64, error) {
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// Initialize vsync after SetMonitor is called. See the comment in updateVsync.
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// Calling this inside setWindowSize didn't work (#1363).
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if !u.fpsModeInited {
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u.setFPSMode(u.getInitFPSMode())
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u.setFPSMode(u.fpsMode)
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}
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// Call updateVsync even though fpsMode is not updated.
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