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uidriver/glfw: Avoid using the window position before initializing
Especially in the initial phase before calling Run/RunGame, the window position is not reliable and then getting the device scale factor does not make sense based on the window position. Avoid using the window position, and instead use the glfw.Monitor in this situation.
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14200eb42c
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b7ab3d2df4
@ -536,11 +536,13 @@ func (u *UserInterface) DeviceScaleFactor() float64 {
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// deviceScaleFactor must be called from the main thread.
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func (u *UserInterface) deviceScaleFactor() float64 {
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// Avoid calling monitor.GetPos if we have the monitor position cached already.
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if cm, ok := getCachedMonitor(u.window.GetPos()); ok {
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return devicescale.GetAt(cm.x, cm.y)
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// Before calling SetWindowPosition, the window's positin is not reliable.
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if u.iwindow.setPositionCalled {
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// Avoid calling monitor.GetPos if we have the monitor position cached already.
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if cm, ok := getCachedMonitor(u.window.GetPos()); ok {
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return devicescale.GetAt(cm.x, cm.y)
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}
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}
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// TODO: When is this reached?
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return devicescale.GetAt(u.currentMonitor().GetPos())
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}
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@ -114,7 +114,7 @@ func (u *UserInterface) adjustWindowPosition(x, y int) (int, int) {
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if err != nil {
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panic(err)
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}
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if y < my + t {
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if y < my+t {
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y = my + t
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}
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return x, y
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@ -26,7 +26,8 @@ import (
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)
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type window struct {
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ui *UserInterface
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ui *UserInterface
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setPositionCalled bool
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}
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func (w *window) IsDecorated() bool {
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@ -205,6 +206,9 @@ func (w *window) SetPosition(x, y int) {
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return
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}
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_ = w.ui.t.Call(func() error {
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defer func() {
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w.setPositionCalled = true
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}()
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mx, my := w.ui.currentMonitor().GetPos()
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xf := w.ui.toDeviceDependentPixel(float64(x))
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yf := w.ui.toDeviceDependentPixel(float64(y))
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