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internal/ui: refactoring
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3869e2e4f6
commit
d13bea29dc
@ -112,7 +112,6 @@ type userInterfaceImpl struct {
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dropCallback glfw.DropCallback
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framebufferSizeCallbackCh chan struct{}
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glContextSetOnce sync.Once
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darwinInitOnce sync.Once
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bufferOnceSwappedOnce sync.Once
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@ -1046,6 +1045,13 @@ func (u *userInterfaceImpl) loopGame() error {
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defer u.mainThread.Call(func() {
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glfw.Terminate()
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})
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u.renderThread.Call(func() {
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if u.graphicsDriver.IsGL() {
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u.window.MakeContextCurrent()
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}
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})
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for {
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if err := u.updateGame(); err != nil {
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return err
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@ -1079,14 +1085,6 @@ func (u *userInterfaceImpl) updateGame() error {
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return err
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}
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u.glContextSetOnce.Do(func() {
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u.renderThread.Call(func() {
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if u.graphicsDriver.IsGL() {
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u.window.MakeContextCurrent()
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}
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})
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})
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if err := u.context.updateFrame(u.graphicsDriver, outsideWidth, outsideHeight, deviceScaleFactor, u, func() {
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// Call updateVsync even though fpsMode is not updated.
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// When toggling to fullscreen, vsync state might be reset unexpectedly (#1787).
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