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internal/ui: refactoring
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@ -198,9 +198,11 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, forceDraw boo
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c.skipCount = 0
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c.skipCount = 0
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}
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}
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skippable := c.skipCount >= maxSkipCount
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// TODO: Metal (and maybe DirectX) cannot vsync without swapping the buffer by rendering the screen framebuffer (#2520).
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// TODO: Metal (and maybe DirectX) cannot vsync without swapping the buffer by rendering the screen framebuffer (#2520).
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// Implement this skipping appropriately for Metal and DirectX.
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// Implement this skipping appropriately for Metal and DirectX.
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if c.skipCount < maxSkipCount || !graphicsDriver.IsGL() {
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if !skippable || !graphicsDriver.IsGL() {
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if graphicsDriver.NeedsClearingScreen() {
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if graphicsDriver.NeedsClearingScreen() {
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// This clear is needed for fullscreen mode or some mobile platforms (#622).
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// This clear is needed for fullscreen mode or some mobile platforms (#622).
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c.screen.clear()
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c.screen.clear()
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