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internal/ui: bug fix: SetWindowIcon(nil) didn't reset the window icon
Closes #2796
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@ -307,6 +307,9 @@ func (g *game) Update() error {
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if inpututil.IsKeyJustPressed(ebiten.KeyI) {
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ebiten.SetWindowIcon([]image.Image{createRandomIconImage()})
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyJ) {
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ebiten.SetWindowIcon(nil)
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}
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ebiten.SetWindowMousePassthrough(mousePassthrough)
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@ -358,6 +361,7 @@ func (g *game) Draw(screen *ebiten.Image) {
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[U] Switch the runnable-on-unfocused state
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[C] Switch the cursor mode (visible, hidden, or captured)
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[I] Change the window icon (only for desktops)
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[J] Reset the window icon (only for desktops)
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[V] Switch the vsync
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[T] Switch TPS (ticks per second)
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[D] Switch the window decoration (only for desktops)
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@ -1559,6 +1559,9 @@ func (w *Window) platformSetWindowIcon(images []*Image) error {
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if len(images) > 0 {
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w.platform.bigIcon = bigIcon
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w.platform.smallIcon = smallIcon
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} else {
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w.platform.bigIcon = 0
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w.platform.smallIcon = 0
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}
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return nil
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}
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@ -1204,11 +1204,17 @@ func (u *userInterfaceImpl) updateIconIfNeeded() error {
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}
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imgs := u.getAndResetIconImages()
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if len(imgs) == 0 {
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// A 0-size slice and nil are distinguished here.
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// A 0-size slice means a user indicates to reset the icon.
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// On the other hand, nil means a user didn't update the icon state.
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if imgs == nil {
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return nil
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}
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newImgs := make([]image.Image, len(imgs))
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var newImgs []image.Image
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if len(imgs) > 0 {
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newImgs = make([]image.Image, len(imgs))
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}
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for i, img := range imgs {
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// TODO: If img is not *ebiten.Image, this converting is not necessary.
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// However, this package cannot refer *ebiten.Image due to the package
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