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ui: Refactoring
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e11bc62059
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@ -29,7 +29,7 @@ var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
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glfw.MouseButtonMiddle: MouseButtonMiddle,
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}
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func (i *input) update(window *glfw.Window, scale float64) error {
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func (i *input) update(window *glfw.Window, scale float64) {
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i.m.Lock()
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defer i.m.Unlock()
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@ -65,5 +65,4 @@ func (i *input) update(window *glfw.Window, scale float64) error {
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i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
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}
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}
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return nil
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}
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@ -210,9 +210,9 @@ func (u *userInterface) actualScreenScale() float64 {
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return u.scale * deviceScale()
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}
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func (u *userInterface) pollEvents() error {
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func (u *userInterface) pollEvents() {
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glfw.PollEvents()
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return currentInput.update(u.window, u.scale*glfwScale())
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currentInput.update(u.window, u.scale*glfwScale())
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}
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func (u *userInterface) update(g GraphicsContext) error {
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@ -240,24 +240,18 @@ func (u *userInterface) update(g GraphicsContext) error {
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}
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}
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if err := u.runOnMainThread(func() error {
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if err := u.pollEvents(); err != nil {
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return err
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}
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_ = u.runOnMainThread(func() error {
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u.pollEvents()
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for u.window.GetAttrib(glfw.Focused) == 0 {
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// Wait for an arbitrary period to avoid busy loop.
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time.Sleep(time.Second / 60)
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if err := u.pollEvents(); err != nil {
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return err
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}
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u.pollEvents()
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if u.window.ShouldClose() {
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return nil
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}
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}
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return nil
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}); err != nil {
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return err
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}
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})
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if err := g.Update(); err != nil {
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return err
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}
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