internal/uidriver/glfw: Bug fix: Adjust the window size along with the device scale

After this change, UserInterface's windowWidth and windowHeight are
now windowWidthInDP and windowHeightInDP in device-independent pixels.

Closes #1844
This commit is contained in:
Hajime Hoshi 2021-10-09 23:17:20 +09:00
parent d4b5d17e75
commit da6b75bc6d
2 changed files with 48 additions and 79 deletions

View File

@ -53,10 +53,10 @@ type UserInterface struct {
title string
window *glfw.Window
// windowWidth and windowHeight represents a window size.
// The units are device-dependent pixels.
windowWidth int
windowHeight int
// windowWidthInDP and windowHeightInDP represents a window size.
// The units are device-independent pixels.
windowWidthInDP int
windowHeightInDP int
// The units are device-independent pixels.
minWindowWidthInDP int
@ -269,27 +269,6 @@ func (u *UserInterface) setRunning(running bool) {
}
}
func (u *UserInterface) getWindowSizeLimits() (minw, minh, maxw, maxh int) {
u.m.RLock()
defer u.m.RUnlock()
minw, minh, maxw, maxh = -1, -1, -1, -1
m := u.currentMonitor()
if u.minWindowWidthInDP >= 0 {
minw = int(u.toGLFWPixel(float64(u.minWindowWidthInDP), m))
}
if u.minWindowHeightInDP >= 0 {
minh = int(u.toGLFWPixel(float64(u.minWindowHeightInDP), m))
}
if u.maxWindowWidthInDP >= 0 {
maxw = int(u.toGLFWPixel(float64(u.maxWindowWidthInDP), m))
}
if u.maxWindowHeightInDP >= 0 {
maxh = int(u.toGLFWPixel(float64(u.maxWindowHeightInDP), m))
}
return
}
func (u *UserInterface) getWindowSizeLimitsInDP() (minw, minh, maxw, maxh int) {
u.m.RLock()
defer u.m.RUnlock()
@ -452,7 +431,7 @@ func (u *UserInterface) setInitWindowPosition(x, y int) {
u.initWindowPositionYInDP = y
}
func (u *UserInterface) getInitWindowSize() (int, int) {
func (u *UserInterface) getInitWindowSizeInDP() (int, int) {
u.m.Lock()
w, h := u.initWindowWidthInDP, u.initWindowHeightInDP
u.m.Unlock()
@ -576,8 +555,8 @@ func (u *UserInterface) SetFullscreen(fullscreen bool) {
}
_ = u.t.Call(func() error {
w, h := u.windowWidth, u.windowHeight
u.setWindowSize(w, h, fullscreen)
w, h := u.windowWidthInDP, u.windowHeightInDP
u.setWindowSizeInDP(w, h, fullscreen)
return nil
})
}
@ -792,7 +771,9 @@ func (u *UserInterface) registerWindowSetSizeCallback() {
_ = u.t.Call(func() error {
if width != 0 || height != 0 {
u.setWindowSize(width, height, u.isFullscreen())
w := int(u.fromGLFWPixel(float64(width), u.currentMonitor()))
h := int(u.fromGLFWPixel(float64(height), u.currentMonitor()))
u.setWindowSizeInDP(w, h, u.isFullscreen())
}
outsideWidth, outsideHeight, outsideSizeChanged = u.updateSize()
@ -890,10 +871,8 @@ func (u *UserInterface) init() error {
u.setSizeCallbackEnabled = true
setSize := func() {
ww, wh := u.getInitWindowSize()
ww = int(u.toGLFWPixel(float64(ww), u.initMonitor))
wh = int(u.toGLFWPixel(float64(wh), u.initMonitor))
u.setWindowSize(ww, wh, u.isFullscreen())
ww, wh := u.getInitWindowSizeInDP()
u.setWindowSizeInDP(ww, wh, u.isFullscreen())
}
// Set the window size and the window position in this order on Linux or other UNIX using X (#1118),
@ -927,8 +906,8 @@ func (u *UserInterface) init() error {
}
func (u *UserInterface) updateSize() (float64, float64, bool) {
ww, wh := u.windowWidth, u.windowHeight
u.setWindowSize(ww, wh, u.isFullscreen())
ww, wh := u.windowWidthInDP, u.windowHeightInDP
u.setWindowSizeInDP(ww, wh, u.isFullscreen())
if !u.toChangeSize {
return 0, 0, false
@ -947,9 +926,9 @@ func (u *UserInterface) updateSize() (float64, float64, bool) {
w = u.fromGLFWMonitorPixel(float64(ww), m)
h = u.fromGLFWMonitorPixel(float64(wh), m)
} else {
// Instead of u.windowWidth and u.windowHeight, use the actual window size here.
// On Windows, the specified size at SetSize and the actual window size might not
// match (#1163).
// Instead of u.windowWidthInDP and u.windowHeightInDP, use the actual window size
// here. On Windows, the specified size at SetSize and the actual window size might
// not match (#1163).
ww, wh := u.window.GetSize()
w = u.fromGLFWPixel(float64(ww), u.currentMonitor())
h = u.fromGLFWPixel(float64(wh), u.currentMonitor())
@ -983,7 +962,9 @@ func (u *UserInterface) update() (float64, float64, bool, error) {
if u.isInitFullscreen() {
w, h := u.window.GetSize()
u.setWindowSize(w, h, true)
ww := int(u.fromGLFWPixel(float64(w), u.currentMonitor()))
wh := int(u.fromGLFWPixel(float64(h), u.currentMonitor()))
u.setWindowSizeInDP(ww, wh, true)
u.setInitFullscreen(false)
}
@ -1160,25 +1141,6 @@ func (u *UserInterface) updateWindowSizeLimits() {
u.window.SetSizeLimits(minw, minh, maxw, maxh)
}
// adjustWindowSizeBasedOnSizeLimitsInDP adjust the size based on the window size limits.
// width and height are in device-dependent pixels.
func (u *UserInterface) adjustWindowSizeBasedOnSizeLimits(width, height int) (int, int) {
minw, minh, maxw, maxh := u.getWindowSizeLimits()
if minw >= 0 && width < minw {
width = minw
}
if minh >= 0 && height < minh {
height = minh
}
if maxw >= 0 && width > maxw {
width = maxw
}
if maxh >= 0 && height > maxh {
height = maxh
}
return width, height
}
// adjustWindowSizeBasedOnSizeLimitsInDP adjust the size based on the window size limits.
// width and height are in device-independent pixels.
func (u *UserInterface) adjustWindowSizeBasedOnSizeLimitsInDP(width, height int) (int, int) {
@ -1199,12 +1161,13 @@ func (u *UserInterface) adjustWindowSizeBasedOnSizeLimitsInDP(width, height int)
}
// setWindowSize must be called from the main thread.
func (u *UserInterface) setWindowSize(width, height int, fullscreen bool) {
width, height = u.adjustWindowSizeBasedOnSizeLimits(width, height)
func (u *UserInterface) setWindowSizeInDP(width, height int, fullscreen bool) {
width, height = u.adjustWindowSizeBasedOnSizeLimitsInDP(width, height)
u.Graphics().SetFullscreen(fullscreen)
if u.windowWidth == width && u.windowHeight == height && u.isFullscreen() == fullscreen && u.lastDeviceScaleFactor == u.deviceScaleFactor(u.currentMonitor()) {
scale := u.deviceScaleFactor(u.currentMonitor())
if u.windowWidthInDP == width && u.windowHeightInDP == height && u.isFullscreen() == fullscreen && u.lastDeviceScaleFactor == scale {
return
}
@ -1215,7 +1178,7 @@ func (u *UserInterface) setWindowSize(width, height int, fullscreen bool) {
height = 1
}
u.lastDeviceScaleFactor = u.deviceScaleFactor(u.currentMonitor())
u.lastDeviceScaleFactor = scale
// To make sure the current existing framebuffers are rendered,
// swap buffers here before SetSize is called.
@ -1232,13 +1195,13 @@ func (u *UserInterface) setWindowSize(width, height int, fullscreen bool) {
}()
}
windowRecreated := u.setWindowSizeImpl(width, height, fullscreen)
windowRecreated := u.setWindowSizeInDPImpl(width, height, fullscreen)
u.adjustViewSize()
// As width might be updated, update windowWidth/Height here.
u.windowWidth = width
u.windowHeight = height
u.windowWidthInDP = width
u.windowHeightInDP = height
u.toChangeSize = true
@ -1249,7 +1212,7 @@ func (u *UserInterface) setWindowSize(width, height int, fullscreen bool) {
}
}
func (u *UserInterface) setWindowSizeImpl(width, height int, fullscreen bool) bool {
func (u *UserInterface) setWindowSizeInDPImpl(width, height int, fullscreen bool) bool {
var windowRecreated bool
if fullscreen {
@ -1275,7 +1238,7 @@ func (u *UserInterface) setWindowSizeImpl(width, height int, fullscreen bool) bo
// On Windows, giving a too small width doesn't call a callback (#165).
// To prevent hanging up, return asap if the width is too small.
// 126 is an arbitrary number and I guess this is small enough.
minWindowWidth := int(u.toGLFWPixel(126, u.currentMonitor()))
minWindowWidth := 126
if u.window.GetAttrib(glfw.Decorated) == glfw.False {
minWindowWidth = 1
}
@ -1290,7 +1253,9 @@ func (u *UserInterface) setWindowSizeImpl(width, height int, fullscreen bool) bo
// When OpenGL is used, swapping buffer is enough to solve the image-lag
// issue (#1004). Rather, recreating window destroys GPU resources.
// TODO: This might not work when vsync is disabled.
u.window.SetMonitor(nil, 0, 0, width, height, 0)
ww := int(u.toGLFWPixel(float64(width), u.currentMonitor()))
wh := int(u.toGLFWPixel(float64(height), u.currentMonitor()))
u.window.SetMonitor(nil, 0, 0, ww, wh, 0)
glfw.PollEvents()
u.swapBuffers()
} else {
@ -1325,8 +1290,8 @@ func (u *UserInterface) setWindowSizeImpl(width, height int, fullscreen bool) bo
// Set the window size after the position. The order matters.
// In the opposite order, the window size might not be correct when going back from fullscreen with multi monitors.
oldW, oldH := u.window.GetSize()
newW := width
newH := height
newW := int(u.toGLFWPixel(float64(width), u.currentMonitor()))
newH := int(u.toGLFWPixel(float64(height), u.currentMonitor()))
if oldW != newW || oldH != newH {
u.framebufferSizeCallbackCh = make(chan struct{}, 1)
if u.framebufferSizeCallback == 0 {
@ -1537,7 +1502,9 @@ func (u *UserInterface) maximizeWindow() {
// Do not call setWindowSize in the fullscreen mode since setWindowSize requires the window size
// before the fullscreen, while window.GetSize() returns the desktop screen size in the fullscreen mode.
w, h := u.window.GetSize()
u.setWindowSize(w, h, u.isFullscreen())
ww := int(u.fromGLFWPixel(float64(w), u.currentMonitor()))
wh := int(u.fromGLFWPixel(float64(h), u.currentMonitor()))
u.setWindowSizeInDP(ww, wh, u.isFullscreen())
}
}
@ -1588,7 +1555,9 @@ func (u *UserInterface) restoreWindow() {
// before the fullscreen, while window.GetSize() returns the desktop screen size in the fullscreen mode.
if !u.isFullscreen() {
w, h := u.window.GetSize()
u.setWindowSize(w, h, u.isFullscreen())
ww := int(u.fromGLFWPixel(float64(w), u.currentMonitor()))
wh := int(u.fromGLFWPixel(float64(h), u.currentMonitor()))
u.setWindowSizeInDP(ww, wh, u.isFullscreen())
}
}
@ -1670,7 +1639,9 @@ func (u *UserInterface) setWindowPosition(x, y int, monitor *glfw.Monitor) {
// before the fullscreen, while window.GetSize() returns the desktop screen size in the fullscreen mode.
if !u.isFullscreen() && runtime.GOOS == "darwin" {
w, h := u.window.GetSize()
u.setWindowSize(w, h, u.isFullscreen())
ww := int(u.fromGLFWPixel(float64(w), u.currentMonitor()))
wh := int(u.fromGLFWPixel(float64(h), u.currentMonitor()))
u.setWindowSizeInDP(ww, wh, u.isFullscreen())
}
}

View File

@ -206,13 +206,13 @@ func (w *window) SetPosition(x, y int) {
func (w *window) Size() (int, int) {
if !w.ui.isRunning() {
ww, wh := w.ui.getInitWindowSize()
ww, wh := w.ui.getInitWindowSizeInDP()
return w.ui.adjustWindowSizeBasedOnSizeLimitsInDP(ww, wh)
}
ww, wh := 0, 0
_ = w.ui.t.Call(func() error {
ww = int(w.ui.fromGLFWPixel(float64(w.ui.windowWidth), w.ui.currentMonitor()))
wh = int(w.ui.fromGLFWPixel(float64(w.ui.windowHeight), w.ui.currentMonitor()))
ww = w.ui.windowWidthInDP
wh = w.ui.windowHeightInDP
return nil
})
return ww, wh
@ -230,9 +230,7 @@ func (w *window) SetSize(width, height int) {
return nil
}
ww := int(w.ui.toGLFWPixel(float64(width), w.ui.currentMonitor()))
wh := int(w.ui.toGLFWPixel(float64(height), w.ui.currentMonitor()))
w.ui.setWindowSize(ww, wh, w.ui.isFullscreen())
w.ui.setWindowSizeInDP(width, height, w.ui.isFullscreen())
return nil
})
}