mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
uidriver/glfw: Bug fix: SetVsyncEnabled(false) did not work before the main loop
Fixes #1197
This commit is contained in:
parent
be54f1d33c
commit
7873563667
@ -61,6 +61,7 @@ var (
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flagAutoAdjusting = flag.Bool("autoadjusting", false, "make the game screen auto-adjusting")
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flagFloating = flag.Bool("floating", false, "make the window floating")
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flagMaximize = flag.Bool("maximize", false, "maximize the window")
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flagVsync = flag.Bool("vsync", true, "enable vsync")
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)
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func init() {
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@ -409,6 +410,7 @@ func main() {
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ebiten.SetWindowResizable(true)
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ebiten.MaximizeWindow()
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}
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ebiten.SetVsyncEnabled(*flagVsync)
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if *flagAutoAdjusting {
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if *flagLegacy {
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log.Println("-autoadjusting flag cannot work with -legacy flag")
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@ -56,6 +56,7 @@ type UserInterface struct {
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initMonitor *glfw.Monitor
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initTitle string
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initVsync bool
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initFullscreenWidthInDP int
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initFullscreenHeightInDP int
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initFullscreen bool
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@ -71,6 +72,8 @@ type UserInterface struct {
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initScreenTransparent bool
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initIconImages []image.Image
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vsyncInited bool
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reqWidth int
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reqHeight int
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@ -91,13 +94,13 @@ var (
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theUI = &UserInterface{
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origPosX: invalidPos,
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origPosY: invalidPos,
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initVsync: true,
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initCursorMode: driver.CursorModeVisible,
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initWindowDecorated: true,
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initWindowPositionXInDP: invalidPos,
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initWindowPositionYInDP: invalidPos,
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initWindowWidthInDP: 640,
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initWindowHeightInDP: 480,
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vsync: true,
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}
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)
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@ -215,6 +218,13 @@ func (u *UserInterface) setInitTitle(title string) {
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u.m.RUnlock()
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}
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func (u *UserInterface) isInitVsyncEnabled() bool {
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u.m.RLock()
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v := u.initVsync
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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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@ -427,7 +437,7 @@ func (u *UserInterface) SetFullscreen(fullscreen bool) {
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w, h = u.windowWidth, u.windowHeight
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return nil
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})
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u.setWindowSize(w, h, fullscreen, u.vsync)
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u.setWindowSize(w, h, fullscreen)
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}
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func (u *UserInterface) IsFocused() bool {
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@ -458,23 +468,37 @@ func (u *UserInterface) SetVsyncEnabled(enabled bool) {
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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.vsync = enabled
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u.initVsync = enabled
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u.m.Unlock()
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return
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}
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var w, h int
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_ = u.t.Call(func() error {
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w, h = u.windowWidth, u.windowHeight
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if !u.vsyncInited {
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u.m.Lock()
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u.initVsync = enabled
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u.m.Unlock()
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return nil
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}
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u.vsync = enabled
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u.updateVsync()
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return nil
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})
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u.setWindowSize(w, h, u.isFullscreen(), enabled)
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}
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func (u *UserInterface) IsVsyncEnabled() bool {
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u.m.RLock()
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r := u.vsync
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u.m.RUnlock()
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return r
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if !u.isRunning() {
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return u.isInitVsyncEnabled()
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}
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var v bool
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_ = u.t.Call(func() error {
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if !u.vsyncInited {
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v = u.isInitVsyncEnabled()
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return nil
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}
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v = u.vsync
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return nil
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})
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return v
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}
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func (u *UserInterface) CursorMode() driver.CursorMode {
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@ -688,7 +712,7 @@ func (u *UserInterface) run(context driver.UIContext) error {
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ww, wh := u.getInitWindowSize()
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ww = int(u.toDeviceDependentPixel(float64(ww)))
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wh = int(u.toDeviceDependentPixel(float64(wh)))
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u.setWindowSize(ww, wh, u.isFullscreen(), u.vsync)
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u.setWindowSize(ww, wh, u.isFullscreen())
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}
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// Set the window size and the window position in this order on Linux or other UNIX using X (#1118),
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@ -734,7 +758,7 @@ func (u *UserInterface) updateSize(context driver.UIContext) {
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w, h = u.windowWidth, u.windowHeight
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return nil
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})
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u.setWindowSize(w, h, u.isFullscreen(), u.vsync)
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u.setWindowSize(w, h, u.isFullscreen())
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sizeChanged := false
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_ = u.t.Call(func() error {
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@ -781,7 +805,7 @@ func (u *UserInterface) update(context driver.UIContext) error {
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w, h = u.window.GetSize()
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return nil
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})
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u.setWindowSize(w, h, true, u.vsync)
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u.setWindowSize(w, h, true)
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u.setInitFullscreen(false)
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}
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@ -821,7 +845,7 @@ func (u *UserInterface) update(context driver.UIContext) error {
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return nil
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})
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if w != 0 || h != 0 {
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u.setWindowSize(w, h, u.isFullscreen(), u.vsync)
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u.setWindowSize(w, h, u.isFullscreen())
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}
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_ = u.t.Call(func() error {
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u.reqWidth = 0
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@ -884,11 +908,11 @@ func (u *UserInterface) swapBuffers() {
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}
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}
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func (u *UserInterface) setWindowSize(width, height int, fullscreen bool, vsync bool) {
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func (u *UserInterface) setWindowSize(width, height int, fullscreen bool) {
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windowRecreated := false
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_ = u.t.Call(func() error {
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if u.windowWidth == width && u.windowHeight == height && u.isFullscreen() == fullscreen && u.vsync == vsync && u.lastDeviceScaleFactor == u.deviceScaleFactor() {
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if u.windowWidth == width && u.windowHeight == height && u.isFullscreen() == fullscreen && u.lastDeviceScaleFactor == u.deviceScaleFactor() {
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return nil
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}
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@ -899,7 +923,6 @@ func (u *UserInterface) setWindowSize(width, height int, fullscreen bool, vsync
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height = 1
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}
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u.vsync = vsync
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u.lastDeviceScaleFactor = u.deviceScaleFactor()
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// To make sure the current existing framebuffers are rendered,
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@ -1001,6 +1024,26 @@ func (u *UserInterface) setWindowSize(width, height int, fullscreen bool, vsync
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u.windowWidth = width
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u.windowHeight = height
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if !u.vsyncInited {
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// Initialize vsync after SetMonitor is called. See the comment in updateVsync.
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u.vsync = u.isInitVsyncEnabled()
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u.updateVsync()
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u.vsyncInited = true
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}
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u.toChangeSize = true
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return nil
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})
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if windowRecreated {
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if g, ok := u.Graphics().(interface{ SetWindow(unsafe.Pointer) }); ok {
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g.SetWindow(u.nativeWindow())
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}
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}
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}
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// updateVsync must be called on the main thread.
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func (u *UserInterface) updateVsync() {
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if u.Graphics().IsGL() {
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// SwapInterval is affected by the current monitor of the window.
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// This needs to be called at least after SetMonitor.
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@ -1015,17 +1058,7 @@ func (u *UserInterface) setWindowSize(width, height int, fullscreen bool, vsync
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glfw.SwapInterval(0)
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}
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}
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u.Graphics().SetVsyncEnabled(vsync)
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u.toChangeSize = true
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return nil
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})
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if windowRecreated {
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if g, ok := u.Graphics().(interface{ SetWindow(unsafe.Pointer) }); ok {
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g.SetWindow(u.nativeWindow())
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}
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}
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u.Graphics().SetVsyncEnabled(u.vsync)
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}
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// currentMonitor returns the monitor most suitable with the current window.
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@ -238,7 +238,7 @@ func (w *window) SetSize(width, height int) {
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}
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ww := int(w.ui.toDeviceDependentPixel(float64(width)))
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wh := int(w.ui.toDeviceDependentPixel(float64(height)))
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w.ui.setWindowSize(ww, wh, w.ui.isFullscreen(), w.ui.vsync)
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w.ui.setWindowSize(ww, wh, w.ui.isFullscreen())
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}
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func (w *window) SetIcon(iconImages []image.Image) {
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