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internal/ui: refactoring: remove (*contextImpl).layout
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cffa123405
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@ -55,20 +55,31 @@ func newContextImpl(game Game) *contextImpl {
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}
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}
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func (c *contextImpl) updateFrame(deviceScaleFactor float64) error {
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func (c *contextImpl) updateFrame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
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// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
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return c.updateFrameImpl(clock.Update(theGlobalState.maxTPS()), deviceScaleFactor)
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return c.updateFrameImpl(clock.Update(theGlobalState.maxTPS()), outsideWidth, outsideHeight, deviceScaleFactor)
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}
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func (c *contextImpl) forceUpdateFrame(deviceScaleFactor float64) error {
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return c.updateFrameImpl(1, deviceScaleFactor)
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func (c *contextImpl) forceUpdateFrame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
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return c.updateFrameImpl(1, outsideWidth, outsideHeight, deviceScaleFactor)
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}
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func (c *contextImpl) updateFrameImpl(updateCount int, deviceScaleFactor float64) error {
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func (c *contextImpl) updateFrameImpl(updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
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if err := theGlobalState.err(); err != nil {
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return err
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}
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// The given outside size can be 0 e.g. just after restoring from the fullscreen mode on Windows (#1589)
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// Just ignore such cases. Otherwise, creating a zero-sized framebuffer causes a panic.
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if outsideWidth == 0 || outsideHeight == 0 {
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return nil
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}
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c.m.Lock()
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c.outsideWidth = outsideWidth
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c.outsideHeight = outsideHeight
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c.m.Unlock()
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// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
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if w, h := c.layoutGame(deviceScaleFactor); w == 0 || h == 0 {
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return nil
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@ -124,19 +135,6 @@ func (c *contextImpl) layoutGame(deviceScaleFactor float64) (int, int) {
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return w, h
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}
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func (c *contextImpl) layout(outsideWidth, outsideHeight float64) {
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// The given outside size can be 0 e.g. just after restoring from the fullscreen mode on Windows (#1589)
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// Just ignore such cases. Otherwise, creating a zero-sized framebuffer causes a panic.
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if outsideWidth == 0 || outsideHeight == 0 {
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return
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}
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c.m.Lock()
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defer c.m.Unlock()
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c.outsideWidth = outsideWidth
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c.outsideHeight = outsideHeight
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}
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func (c *contextImpl) adjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
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s, ox, oy := c.screenScaleAndOffsets(deviceScaleFactor)
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// The scale 0 indicates that the screen is not initialized yet.
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@ -44,13 +44,11 @@ func (u *UserInterface) Run(game Game) error {
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u.context = newContextImpl(game)
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cbackend.InitializeGame()
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for {
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w, h := cbackend.ScreenSize()
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u.context.layout(float64(w), float64(h))
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cbackend.BeginFrame()
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u.input.update(u.context)
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if err := u.context.updateFrame(deviceScaleFactor); err != nil {
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w, h := cbackend.ScreenSize()
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if err := u.context.updateFrame(float64(w), float64(h), deviceScaleFactor); err != nil {
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return err
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}
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@ -715,8 +715,7 @@ func (u *UserInterface) registerWindowSetSizeCallback() {
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// In order to call it safely, use runOnAnotherThreadFromMainThread.
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var err error
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u.runOnAnotherThreadFromMainThread(func() {
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u.context.layout(outsideWidth, outsideHeight)
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err = u.context.forceUpdateFrame(deviceScaleFactor)
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err = u.context.forceUpdateFrame(outsideWidth, outsideHeight, deviceScaleFactor)
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})
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if err != nil {
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u.err = err
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@ -1025,9 +1024,8 @@ func (u *UserInterface) loop() error {
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}); err != nil {
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return err
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}
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u.context.layout(outsideWidth, outsideHeight)
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if err := u.context.updateFrame(deviceScaleFactor); err != nil {
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if err := u.context.updateFrame(outsideWidth, outsideHeight, deviceScaleFactor); err != nil {
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return err
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}
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@ -219,26 +219,20 @@ func (u *UserInterface) DeviceScaleFactor() float64 {
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return devicescale.GetAt(0, 0)
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}
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func (u *UserInterface) updateSize() {
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a := u.DeviceScaleFactor()
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if u.lastDeviceScaleFactor != a {
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u.updateScreenSize()
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}
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u.lastDeviceScaleFactor = a
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func (u *UserInterface) outsideSize() (float64, float64) {
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switch {
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case document.Truthy():
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body := document.Get("body")
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bw := body.Get("clientWidth").Float()
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bh := body.Get("clientHeight").Float()
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u.context.layout(bw, bh)
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return bw, bh
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case go2cpp.Truthy():
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w := go2cpp.Get("screenWidth").Float()
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h := go2cpp.Get("screenHeight").Float()
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u.context.layout(w, h)
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return w, h
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default:
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// Node.js
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u.context.layout(640, 480)
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return 640, 480
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}
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}
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@ -281,13 +275,20 @@ func (u *UserInterface) updateImpl(force bool) error {
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gamepad.Update()
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u.input.updateForGo2Cpp()
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u.updateSize()
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a := u.DeviceScaleFactor()
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if u.lastDeviceScaleFactor != a {
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u.updateScreenSize()
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}
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u.lastDeviceScaleFactor = a
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w, h := u.outsideSize()
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if force {
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if err := u.context.forceUpdateFrame(u.DeviceScaleFactor()); err != nil {
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if err := u.context.forceUpdateFrame(w, h, u.DeviceScaleFactor()); err != nil {
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return err
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}
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} else {
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if err := u.context.updateFrame(u.DeviceScaleFactor()); err != nil {
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if err := u.context.updateFrame(w, h, u.DeviceScaleFactor()); err != nil {
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return err
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}
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}
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@ -295,8 +295,8 @@ func (u *UserInterface) run(game Game, mainloop bool) (err error) {
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}
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}
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// layoutIfNeeded must be called on the same goroutine as update().
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func (u *UserInterface) layoutIfNeeded() {
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// outsideSize must be called on the same goroutine as update().
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func (u *UserInterface) outsideSize() (float64, float64) {
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var outsideWidth, outsideHeight float64
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u.m.RLock()
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@ -311,7 +311,7 @@ func (u *UserInterface) layoutIfNeeded() {
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}
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u.m.RUnlock()
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u.context.layout(outsideWidth, outsideHeight)
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return outsideWidth, outsideHeight
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}
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func (u *UserInterface) update() error {
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@ -320,8 +320,8 @@ func (u *UserInterface) update() error {
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renderEndCh <- struct{}{}
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}()
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u.layoutIfNeeded()
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if err := u.context.updateFrame(deviceScale()); err != nil {
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w, h := u.outsideSize()
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if err := u.context.updateFrame(w, h, deviceScale()); err != nil {
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return err
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}
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return nil
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