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internal/ui: refactoring: unify duplicated logics to initialize the window size and position
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@ -216,6 +216,12 @@ func (u *userInterfaceImpl) setInitMonitor(m *Monitor) {
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u.initFullscreenHeightInDIP = int(u.dipFromGLFWMonitorPixel(float64(v.Height), m))
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}
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func (u *userInterfaceImpl) getInitMonitor() *Monitor {
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u.m.Lock()
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defer u.m.Unlock()
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return u.initMonitor
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}
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// AppendMonitors appends the current monitors to the passed in mons slice and returns it.
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func (u *userInterfaceImpl) AppendMonitors(monitors []*Monitor) []*Monitor {
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return theMonitors.append(monitors)
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@ -772,35 +778,45 @@ func init() {
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// createWindow creates a GLFW window.
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//
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// width and height are in GLFW pixels (not device-independent pixels).
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//
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// createWindow must be called from the main thread.
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//
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// createWindow does not set the position or size so far.
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func (u *userInterfaceImpl) createWindow(width, height int, monitor *Monitor) error {
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func (u *userInterfaceImpl) createWindow() error {
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if u.window != nil {
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panic("ui: u.window must not exist at createWindow")
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}
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// As a start, create a window with temporary size to create OpenGL context thread.
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monitor := u.getInitMonitor()
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ww, wh := u.getInitWindowSizeInDIP()
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width := int(u.dipToGLFWPixel(float64(ww), monitor))
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height := int(u.dipToGLFWPixel(float64(wh), monitor))
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window, err := glfw.CreateWindow(width, height, "", nil, nil)
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if err != nil {
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return err
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}
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u.window = window
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// Set our target monitor if provided. This is required to prevent an initial window flash on the default monitor.
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vm := monitor.videoMode
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mw := u.dipFromGLFWMonitorPixel(float64(vm.Width), monitor)
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mh := u.dipFromGLFWMonitorPixel(float64(vm.Height), monitor)
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mw = u.dipToGLFWPixel(mw, monitor)
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mh = u.dipToGLFWPixel(mh, monitor)
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px, py := InitialWindowPosition(int(mw), int(mh), width, height)
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window.SetPos(monitor.x+px, monitor.y+py)
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// The position must be set before the size is set (#1982).
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// setWindowSize refers the current monitor's device scale.
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wx, wy := u.getInitWindowPositionInDIP()
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// Force to put the window in the initial monitor (#1575).
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if wx < 0 {
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wx = 0
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}
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if wy < 0 {
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wy = 0
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}
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if max := u.initFullscreenWidthInDIP - ww; wx >= max {
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wx = max
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}
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if max := u.initFullscreenHeightInDIP - wh; wy >= max {
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wy = max
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}
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u.setWindowPositionInDIP(wx, wy, monitor)
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// Though the size is already specified, call setWindowSizeInDIP explicitly to adjust member variables.
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u.setWindowSizeInDIP(ww, wh, true)
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initializeWindowAfterCreation(window)
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u.window = window
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// Even just after a window creation, FramebufferSize callback might be invoked (#1847).
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// Ensure to consume this callback.
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u.waitForFramebufferSizeCallback(u.window, nil)
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@ -990,33 +1006,10 @@ func (u *userInterfaceImpl) initOnMainThread(options *RunOptions) error {
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glfw.WindowHint(glfw.Visible, glfw.True)
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}
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ww, wh := u.getInitWindowSizeInDIP()
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initW := int(u.dipToGLFWPixel(float64(ww), u.initMonitor))
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initH := int(u.dipToGLFWPixel(float64(wh), u.initMonitor))
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if err := u.createWindow(initW, initH, u.initMonitor); err != nil {
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if err := u.createWindow(); err != nil {
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return err
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}
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// The position must be set before the size is set (#1982).
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// setWindowSize refers the current monitor's device scale.
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// TODO: The window position is already set at createWindow. Unify the logic.
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wx, wy := u.getInitWindowPositionInDIP()
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// Force to put the window in the initial monitor (#1575).
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if wx < 0 {
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wx = 0
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}
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if wy < 0 {
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wy = 0
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}
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if max := u.initFullscreenWidthInDIP - ww; wx >= max {
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wx = max
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}
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if max := u.initFullscreenHeightInDIP - wh; wy >= max {
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wy = max
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}
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u.setWindowPositionInDIP(wx, wy, u.initMonitor)
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u.setWindowSizeInDIP(ww, wh, true)
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// Maximizing a window requires a proper size and position. Call Maximize here (#1117).
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if u.isInitWindowMaximized() {
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u.window.Maximize()
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@ -1509,7 +1502,7 @@ func (u *userInterfaceImpl) updateVsyncOnRenderThread() {
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// currentMonitor must be called on the main thread.
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func (u *userInterfaceImpl) currentMonitor() *Monitor {
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if u.window == nil {
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return u.initMonitor
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return u.getInitMonitor()
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}
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if m := monitorFromWindow(u.window); m != nil {
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return m
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