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internal/ui: refactoring: call updateWindowSizeLimits in createWindow
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@ -708,6 +708,8 @@ func (u *UserInterface) createWindow() error {
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u.registerWindowCloseCallback()
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u.registerWindowCloseCallback()
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u.registerWindowFramebufferSizeCallback()
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u.registerWindowFramebufferSizeCallback()
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u.updateWindowSizeLimits()
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return nil
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return nil
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}
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}
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@ -906,8 +908,6 @@ func (u *UserInterface) init() error {
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ww, wh := u.getInitWindowSizeInDIP()
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ww, wh := u.getInitWindowSizeInDIP()
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u.setWindowSizeInDIP(ww, wh, u.isFullscreen())
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u.setWindowSizeInDIP(ww, wh, u.isFullscreen())
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u.updateWindowSizeLimits()
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// Maximizing a window requires a proper size and position. Call Maximize here (#1117).
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// Maximizing a window requires a proper size and position. Call Maximize here (#1117).
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if u.isInitWindowMaximized() {
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if u.isInitWindowMaximized() {
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u.window.Maximize()
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u.window.Maximize()
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@ -1273,8 +1273,6 @@ func (u *UserInterface) setWindowSizeInDIPImpl(width, height int, fullscreen boo
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// TODO: This should return an error.
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// TODO: This should return an error.
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panic(fmt.Sprintf("ui: failed to recreate window: %v", err))
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panic(fmt.Sprintf("ui: failed to recreate window: %v", err))
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}
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}
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// Reset the size limits explicitly.
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u.updateWindowSizeLimits()
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u.window.Show()
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u.window.Show()
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windowRecreated = true
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windowRecreated = true
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}
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}
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