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internal/ui: bug fix: wrong monitor was detected on fullscreen
Updates #2225 Updates #2794
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@ -1484,7 +1484,13 @@ func (u *userInterfaceImpl) currentMonitor() *Monitor {
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}
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}
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// As the fallback, detect the monitor from the window.
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// As the fallback, detect the monitor from the window.
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if m := theMonitors.monitorFromPosition(u.window.GetPos()); m != nil {
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x, y := u.window.GetPos()
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// On fullscreen, shift the position slightly. Otherwise, a wrong monitor could be detected, as the position is on the edge (#2794).
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if u.isFullscreen() {
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x++
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y++
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}
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if m := theMonitors.monitorFromPosition(x, y); m != nil {
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return m
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return m
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}
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}
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