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internal/uidriver/glfw: bug fix: needed to set the window position after restoring from fullscreen
Closes #1975
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@ -1251,6 +1251,16 @@ func (u *UserInterface) setWindowSizeInDIPImpl(width, height int, fullscreen boo
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if u.isNativeFullscreenAvailable() && u.isNativeFullscreen() {
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if u.isNativeFullscreenAvailable() && u.isNativeFullscreen() {
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u.setNativeFullscreen(false)
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u.setNativeFullscreen(false)
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// Reset the window size and the position explicitly (#1975).
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// Polling an event is necessary to set the window size correctly
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// after restoring from the fullscreen.
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glfw.PollEvents()
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ww := int(u.dipToGLFWPixel(float64(width), u.currentMonitor()))
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wh := int(u.dipToGLFWPixel(float64(height), u.currentMonitor()))
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u.window.SetSize(ww, wh)
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// TODO: Set the window position correctly if possible.
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} else if !u.isNativeFullscreenAvailable() && u.window.GetMonitor() != nil {
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} else if !u.isNativeFullscreenAvailable() && u.window.GetMonitor() != nil {
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if u.Graphics().IsGL() {
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if u.Graphics().IsGL() {
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// When OpenGL is used, swapping buffer is enough to solve the image-lag
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// When OpenGL is used, swapping buffer is enough to solve the image-lag
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