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internal/ui: refactoring: remove unused functions
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@ -84,9 +84,6 @@ func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsi
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}
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func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface, forceDraw bool, swapBuffersForGL func()) (err error) {
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ui.beginFrame()
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defer ui.endFrame()
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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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@ -930,12 +930,6 @@ func (u *UserInterface) createWindow() error {
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return nil
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}
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func (u *UserInterface) beginFrame() {
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}
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func (u *UserInterface) endFrame() {
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}
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// registerWindowCloseCallback must be called from the main thread.
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func (u *UserInterface) registerWindowCloseCallback() error {
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if u.closeCallback == nil {
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@ -814,12 +814,6 @@ func (u *UserInterface) Monitor() *Monitor {
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return theMonitor
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}
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func (u *UserInterface) beginFrame() {
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}
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func (u *UserInterface) endFrame() {
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}
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func (u *UserInterface) updateIconIfNeeded() error {
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return nil
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}
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@ -481,12 +481,6 @@ func (u *UserInterface) ScheduleFrame() {
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}
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}
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func (u *UserInterface) beginFrame() {
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}
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func (u *UserInterface) endFrame() {
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}
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func (u *UserInterface) updateIconIfNeeded() error {
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return nil
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}
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@ -177,12 +177,6 @@ func (*UserInterface) Window() Window {
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return &nullWindow{}
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}
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func (u *UserInterface) beginFrame() {
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}
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func (u *UserInterface) endFrame() {
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}
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func (u *UserInterface) updateIconIfNeeded() error {
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return nil
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}
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@ -150,12 +150,6 @@ func (*UserInterface) Window() Window {
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return &nullWindow{}
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}
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func (u *UserInterface) beginFrame() {
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}
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func (u *UserInterface) endFrame() {
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}
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func (u *UserInterface) updateIconIfNeeded() error {
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return nil
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}
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