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internal/ui: reland: bug fix: preserve cursor positions for toggling fullscreening for desktops
Updates #2475
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9d73e45677
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@ -178,6 +178,11 @@ func (w *Window) SetCharModsCallback(cbfun CharModsCallback) (previous CharModsC
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return ToCharModsCallback(nil) // TODO
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}
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func (w *Window) SetCloseCallback(cbfun CloseCallback) (previous CloseCallback) {
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w.w.SetCloseCallback(cbfun)
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return ToCloseCallback(nil) // TODO
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}
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func (w *Window) SetCursor(cursor *Cursor) {
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var c *cglfw.Cursor
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if cursor != nil {
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@ -186,9 +191,8 @@ func (w *Window) SetCursor(cursor *Cursor) {
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w.w.SetCursor(c)
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}
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func (w *Window) SetCloseCallback(cbfun CloseCallback) (previous CloseCallback) {
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w.w.SetCloseCallback(cbfun)
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return ToCloseCallback(nil) // TODO
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func (w *Window) SetCursorPos(xpos, ypos float64) {
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w.w.SetCursorPos(xpos, ypos)
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}
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func (w *Window) SetDropCallback(cbfun DropCallback) (previous DropCallback) {
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@ -194,6 +194,18 @@ func (w *Window) SetCloseCallback(cbfun CloseCallback) (previous CloseCallback)
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return f
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}
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func (w *Window) SetCursor(cursor *Cursor) {
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if err := (*goglfw.Window)(w).SetCursor((*goglfw.Cursor)(cursor)); err != nil {
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panic(err)
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}
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}
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func (w *Window) SetCursorPos(xpos, ypos float64) {
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if err := (*goglfw.Window)(w).SetCursorPos(xpos, ypos); err != nil {
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panic(err)
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}
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}
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func (w *Window) SetDropCallback(cbfun DropCallback) (previous DropCallback) {
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f, err := (*goglfw.Window)(w).SetDropCallback(cbfun)
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if err != nil {
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@ -202,12 +214,6 @@ func (w *Window) SetDropCallback(cbfun DropCallback) (previous DropCallback) {
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return f
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}
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func (w *Window) SetCursor(cursor *Cursor) {
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if err := (*goglfw.Window)(w).SetCursor((*goglfw.Cursor)(cursor)); err != nil {
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panic(err)
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}
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}
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func (w *Window) SetFramebufferSizeCallback(cbfun FramebufferSizeCallback) (previous FramebufferSizeCallback) {
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f, err := (*goglfw.Window)(w).SetFramebufferSizeCallback(cbfun)
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if err != nil {
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@ -66,13 +66,27 @@ func (u *userInterfaceImpl) updateInputStateImpl() error {
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for gb, ub := range glfwMouseButtonToMouseButton {
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u.inputState.MouseButtonPressed[ub] = u.window.GetMouseButton(gb) == glfw.Press
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}
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cx, cy := u.window.GetCursorPos()
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// TODO: This is tricky. Rename the function?
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m := u.currentMonitor()
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s := u.deviceScaleFactor(m)
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cx = u.dipFromGLFWPixel(cx, m)
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cy = u.dipFromGLFWPixel(cy, m)
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cx, cy = u.context.clientPositionToLogicalPosition(cx, cy, s)
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cx, cy := u.savedCursorX, u.savedCursorY
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defer func() {
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u.savedCursorX = math.NaN()
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u.savedCursorY = math.NaN()
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}()
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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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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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cx, cy = u.context.clientPositionToLogicalPosition(cx2, cy2, s)
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}
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// AdjustPosition can return NaN at the initialization.
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if !math.IsNaN(cx) && !math.IsNaN(cy) {
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@ -108,3 +122,11 @@ func (u *userInterfaceImpl) keyName(key Key) string {
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})
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return name
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}
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func (u *userInterfaceImpl) saveCursorPosition() {
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u.m.Lock()
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defer u.m.Unlock()
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u.savedCursorX = u.inputState.CursorX
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u.savedCursorY = u.inputState.CursorY
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}
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@ -20,6 +20,7 @@ import (
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"errors"
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"fmt"
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"image"
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"math"
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"os"
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"runtime"
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"sync"
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@ -104,8 +105,10 @@ type userInterfaceImpl struct {
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fpsModeInited bool
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inputState InputState
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iwindow glfwWindow
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inputState InputState
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iwindow glfwWindow
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savedCursorX float64
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savedCursorY float64
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sizeCallback glfw.SizeCallback
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closeCallback glfw.CloseCallback
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@ -145,6 +148,8 @@ func init() {
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fpsMode: FPSModeVsyncOn,
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origWindowPosX: invalidPos,
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origWindowPosY: invalidPos,
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savedCursorX: math.NaN(),
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savedCursorY: math.NaN(),
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}
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theUI.iwindow.ui = &theUI.userInterfaceImpl
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}
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@ -1403,6 +1408,10 @@ func (u *userInterfaceImpl) setFullscreen(fullscreen bool) {
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return
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}
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if u.window.GetInputMode(glfw.CursorMode) == glfw.CursorDisabled {
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u.saveCursorPosition()
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}
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// Enter the fullscreen.
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if fullscreen {
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u.disableWindowSizeLimits()
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