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internal/ui: refactoring
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@ -23,7 +23,6 @@ package nintendosdk
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//
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// // UI
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// void EbitenInitializeGame();
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// void EbitenGetScreenSize(int* width, int* height);
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// void EbitenBeginFrame();
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// void EbitenEndFrame();
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import "C"
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@ -32,12 +31,6 @@ func InitializeGame() {
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C.EbitenInitializeGame()
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}
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func ScreenSize() (int, int) {
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var width, height C.int
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C.EbitenGetScreenSize(&width, &height)
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return int(width), int(height)
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}
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func BeginFrame() {
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C.EbitenBeginFrame()
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}
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@ -20,6 +20,9 @@ struct Touch {
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int y;
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};
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const int kScreenWidth = 1920;
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const int kScreenHeight = 1080;
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#ifdef __cplusplus
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extern "C" {
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#endif
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@ -75,8 +75,7 @@ func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
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gamepad.Update()
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u.updateInputState()
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w, h := nintendosdk.ScreenSize()
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if err := u.context.updateFrame(u.graphicsDriver, float64(w), float64(h), deviceScaleFactor, u); err != nil {
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if err := u.context.updateFrame(u.graphicsDriver, float64(C.kScreenWidth), float64(C.kScreenHeight), deviceScaleFactor, u); err != nil {
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return err
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}
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