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internal/uidriver/glfw: Prefer currentMonitor to get the monitor at deviceScaleFactor
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@ -644,13 +644,6 @@ func (u *UserInterface) DeviceScaleFactor() float64 {
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// deviceScaleFactor must be called from the main thread.
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func (u *UserInterface) deviceScaleFactor() float64 {
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// Before calling SetWindowPosition, the window's position is not reliable.
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if u.iwindow.setPositionCalled {
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// Avoid calling monitor.GetPos if we have the monitor position cached already.
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if cm := getCachedMonitor(u.window.GetPos()); cm != nil {
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return devicescale.GetAt(cm.x, cm.y)
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}
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}
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m := u.initMonitor
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if u.window != nil {
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m = currentMonitor(u.window)
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@ -25,8 +25,7 @@ import (
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)
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type window struct {
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ui *UserInterface
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setPositionCalled bool
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ui *UserInterface
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}
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func (w *window) IsDecorated() bool {
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@ -212,10 +211,6 @@ func (w *window) SetPosition(x, y int) {
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// setPosition must be called from the main thread
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func (w *window) setPosition(x, y int) {
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defer func() {
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w.setPositionCalled = true
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}()
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mx, my := currentMonitor(w.ui.window).GetPos()
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xf := w.ui.toGLFWPixel(float64(x))
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yf := w.ui.toGLFWPixel(float64(y))
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