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ui: Recalc device scale repeatedly for multiple displays (#644)
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26731f1ee2
commit
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@ -19,15 +19,12 @@ import (
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)
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var (
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scale = 0.0
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m sync.Mutex
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)
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func DeviceScale() float64 {
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m.Lock()
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defer m.Unlock()
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if scale == 0.0 {
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scale = impl()
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}
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return scale
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// TODO: Cache this value (again) for mobile platforms.
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return impl()
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}
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@ -51,6 +51,10 @@ type userInterface struct {
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runnableInBackground bool
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vsync bool
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deviceScale float64
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deviceScaleUpdated int64
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lastActualScale float64
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initFullscreen bool
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initCursorVisible bool
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initWindowDecorated bool
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@ -540,7 +544,13 @@ func (u *userInterface) getScale() float64 {
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// actualScreenScale must be called from the main thread.
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func (u *userInterface) actualScreenScale() float64 {
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return u.getScale() * devicescale.DeviceScale()
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n := time.Now().UnixNano()
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// As devicescale.DeviceScale accesses OS API, not call this too often.
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if u.deviceScale == 0 || n-u.deviceScaleUpdated < int64(time.Second/2) {
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u.deviceScale = devicescale.DeviceScale()
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u.deviceScaleUpdated = n
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}
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return u.getScale() * u.deviceScale
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}
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// pollEvents must be called from the main thread.
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@ -554,11 +564,14 @@ func (u *userInterface) updateGraphicsContext(g GraphicsContext) {
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sizeChanged := false
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// TODO: Is it possible to reduce 'runOnMainThread' calls?
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_ = u.runOnMainThread(func() error {
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if !u.toChangeSize {
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actualScale = u.actualScreenScale()
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if !u.toChangeSize && u.lastActualScale == actualScale {
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return nil
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}
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u.lastActualScale = actualScale
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u.toChangeSize = false
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actualScale = u.actualScreenScale()
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sizeChanged = true
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return nil
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})
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