internal/uidriver/glfw: Refactoring: Remove toChangeSize

Updates #1884
This commit is contained in:
Hajime Hoshi 2021-11-27 17:51:40 +09:00
parent 22e64c7df0
commit e6f2764d08

View File

@ -63,7 +63,6 @@ type UserInterface struct {
maxWindowHeightInDIP int
running uint32
toChangeSize bool
origPosX int
origPosY int
runnableOnUnfocused bool
@ -771,15 +770,10 @@ func (u *UserInterface) registerWindowSetSizeCallback() {
}
if err := u.runOnAnotherThreadFromMainThread(func() error {
// toChangeSize affects the result of updateSize (#1884).
// TODO: Remove toChangeSize to simplify the logic.
u.toChangeSize = true
// Disable Vsync temporarily. On macOS, getting a next frame can get stuck (#1740).
u.Graphics().SetVsyncEnabled(false)
var outsideWidth, outsideHeight float64
var outsideSizeChanged bool
_ = u.t.Call(func() error {
if width != 0 || height != 0 {
@ -788,12 +782,10 @@ func (u *UserInterface) registerWindowSetSizeCallback() {
u.setWindowSizeInDIP(w, h, u.isFullscreen())
}
outsideWidth, outsideHeight, outsideSizeChanged = u.updateSize()
outsideWidth, outsideHeight = u.updateSize()
return nil
})
if outsideSizeChanged {
u.context.Layout(outsideWidth, outsideHeight)
}
u.context.Layout(outsideWidth, outsideHeight)
if err := u.context.ForceUpdateFrame(); err != nil {
return err
}
@ -962,15 +954,10 @@ func (u *UserInterface) init() error {
return nil
}
func (u *UserInterface) updateSize() (float64, float64, bool) {
func (u *UserInterface) updateSize() (float64, float64) {
ww, wh := u.windowWidthInDIP, u.windowHeightInDIP
u.setWindowSizeInDIP(ww, wh, u.isFullscreen())
if !u.toChangeSize {
return 0, 0, false
}
u.toChangeSize = false
var w, h float64
if u.isFullscreen() && !u.isNativeFullscreen() {
// On Linux, the window size is not reliable just after making the window
@ -991,7 +978,7 @@ func (u *UserInterface) updateSize() (float64, float64, bool) {
h = u.dipFromGLFWPixel(float64(wh), u.currentMonitor())
}
return w, h, true
return w, h
}
// setFPSMode must be called from the main thread.
@ -1008,13 +995,13 @@ func (u *UserInterface) setFPSMode(fpsMode driver.FPSMode) {
}
// update must be called from the main thread.
func (u *UserInterface) update() (float64, float64, bool, error) {
func (u *UserInterface) update() (float64, float64, error) {
if u.err != nil {
return 0, 0, false, u.err
return 0, 0, u.err
}
if u.window.ShouldClose() {
return 0, 0, false, driver.RegularTermination
return 0, 0, driver.RegularTermination
}
if u.isInitFullscreen() {
@ -1036,7 +1023,7 @@ func (u *UserInterface) update() (float64, float64, bool, error) {
// Also, when toggling to fullscreen, vsync state might be reset unexpectedly (#1787).
u.updateVsync()
outsideWidth, outsideHeight, outsideSizeChanged := u.updateSize()
outsideWidth, outsideHeight := u.updateSize()
if u.fpsMode != driver.FPSModeVsyncOffMinimum {
// TODO: Updating the input can be skipped when clock.Update returns 0 (#1367).
@ -1048,17 +1035,17 @@ func (u *UserInterface) update() (float64, float64, bool, error) {
for !u.isRunnableOnUnfocused() && u.window.GetAttrib(glfw.Focused) == 0 && !u.window.ShouldClose() {
if err := hooks.SuspendAudio(); err != nil {
return 0, 0, false, err
return 0, 0, err
}
// Wait for an arbitrary period to avoid busy loop.
time.Sleep(time.Second / 60)
glfw.PollEvents()
}
if err := hooks.ResumeAudio(); err != nil {
return 0, 0, false, err
return 0, 0, err
}
return outsideWidth, outsideHeight, outsideSizeChanged, nil
return outsideWidth, outsideHeight, nil
}
func (u *UserInterface) loop() error {
@ -1086,17 +1073,14 @@ func (u *UserInterface) loop() error {
}
var outsideWidth, outsideHeight float64
var outsideSizeChanged bool
if err := u.t.Call(func() error {
var err error
outsideWidth, outsideHeight, outsideSizeChanged, err = u.update()
outsideWidth, outsideHeight, err = u.update()
return err
}); err != nil {
return err
}
if outsideSizeChanged {
u.context.Layout(outsideWidth, outsideHeight)
}
u.context.Layout(outsideWidth, outsideHeight)
if err := u.context.UpdateFrame(); err != nil {
return err
@ -1260,8 +1244,6 @@ func (u *UserInterface) setWindowSizeInDIP(width, height int, fullscreen bool) {
u.windowWidthInDIP = width
u.windowHeightInDIP = height
u.toChangeSize = true
if windowRecreated {
if g, ok := u.Graphics().(interface{ SetWindow(uintptr) }); ok {
g.SetWindow(u.nativeWindow())
@ -1453,14 +1435,11 @@ func (u *UserInterface) IsScreenTransparent() bool {
func (u *UserInterface) ResetForFrame() {
// The offscreens must be updated every frame (#490).
var w, h float64
var changed bool
_ = u.t.Call(func() error {
w, h, changed = u.updateSize()
w, h = u.updateSize()
return nil
})
if changed {
u.context.Layout(w, h)
}
u.context.Layout(w, h)
u.input.resetForFrame()
u.m.Lock()