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uidriver/glfw: Refactoring: Remove forceSetScreenSize
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c9bc5913fd
commit
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@ -51,7 +51,7 @@ type UserInterface struct {
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runnableInBackground bool
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vsync bool
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lastActualScale float64
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lastMonitorScale float64
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initMonitor *glfw.Monitor
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initFullscreenWidth int
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@ -773,23 +773,22 @@ func (u *UserInterface) getScale() float64 {
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// actualScreenScale must be called from the main thread.
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func (u *UserInterface) actualScreenScale() float64 {
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return u.getScale() * u.monitorScale()
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}
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// monitorScale must be called from the main thread.
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func (u *UserInterface) monitorScale() float64 {
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// Avoid calling monitor.GetPos if we have the monitor position cached already.
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if cm, ok := getCachedMonitor(u.window.GetPos()); ok {
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return u.getScale() * devicescale.GetAt(cm.x, cm.y)
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return devicescale.GetAt(cm.x, cm.y)
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}
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return u.getScale() * devicescale.GetAt(u.currentMonitor().GetPos())
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return devicescale.GetAt(u.currentMonitor().GetPos())
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}
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func (u *UserInterface) updateSize(context driver.UIContext) {
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actualScale := 0.0
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sizeChanged := false
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// TODO: Is it possible to reduce 'runOnMainThread' calls?
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_ = u.t.Call(func() error {
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actualScale = u.actualScreenScale()
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if u.lastActualScale != actualScale {
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u.forceSetScreenSize(u.width, u.height, u.scale, u.isFullscreen(), u.vsync)
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}
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u.lastActualScale = actualScale
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u.setScreenSize(u.width, u.height, u.scale, u.isFullscreen(), u.vsync)
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if !u.toChangeSize {
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return nil
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@ -800,6 +799,11 @@ func (u *UserInterface) updateSize(context driver.UIContext) {
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return nil
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})
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if sizeChanged {
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actualScale := 0.0
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_ = u.t.Call(func() error {
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actualScale = u.actualScreenScale()
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return nil
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})
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context.SetSize(u.width, u.height, actualScale)
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}
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}
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@ -917,16 +921,11 @@ func (u *UserInterface) swapBuffers() {
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}
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// setScreenSize must be called from the main thread.
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func (u *UserInterface) setScreenSize(width, height int, scale float64, fullscreen bool, vsync bool) bool {
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if u.width == width && u.height == height && u.scale == scale && u.isFullscreen() == fullscreen && u.vsync == vsync {
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return false
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}
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u.forceSetScreenSize(width, height, scale, fullscreen, vsync)
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return true
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func (u *UserInterface) setScreenSize(width, height int, scale float64, fullscreen bool, vsync bool) {
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if u.width == width && u.height == height && u.scale == scale && u.isFullscreen() == fullscreen && u.vsync == vsync && u.lastMonitorScale == u.monitorScale() {
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return
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}
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// forceSetScreenSize must be called from the main thread.
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func (u *UserInterface) forceSetScreenSize(width, height int, scale float64, fullscreen bool, vsync bool) {
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// On Windows, giving a too small width doesn't call a callback (#165).
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// To prevent hanging up, return asap if the width is too small.
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// 252 is an arbitrary number and I guess this is small enough.
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@ -952,6 +951,7 @@ func (u *UserInterface) forceSetScreenSize(width, height int, scale float64, ful
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u.scale = scale
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u.fullscreenScale = 0
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u.vsync = vsync
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u.lastMonitorScale = u.monitorScale()
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// To make sure the current existing framebuffers are rendered,
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// swap buffers here before SetSize is called.
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