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internal/uidriver/glfw, internal/devicescale: Add comments
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@ -27,6 +27,8 @@ var (
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cache = map[pos]float64{}
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cache = map[pos]float64{}
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)
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)
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// GetAt returns the device scale at (x, y).
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// x and y are in device-dependent pixels.
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func GetAt(x, y int) float64 {
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func GetAt(x, y int) float64 {
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m.Lock()
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m.Lock()
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defer m.Unlock()
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defer m.Unlock()
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@ -25,6 +25,7 @@ import (
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// fromGLFWMonitorPixel must be called from the main thread.
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// fromGLFWMonitorPixel must be called from the main thread.
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func fromGLFWMonitorPixel(x float64, deviceScale float64) float64 {
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func fromGLFWMonitorPixel(x float64, deviceScale float64) float64 {
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// deviceScaleFactor is sometimes an unnice value (e.g., 1.502361). Use math.Ceil to clean the vaule.
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return math.Ceil(x / deviceScale)
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return math.Ceil(x / deviceScale)
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}
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}
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@ -45,6 +46,7 @@ func (u *UserInterface) toGLFWPixel(x float64) float64 {
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// toFramebufferPixel must be called from the main thread.
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// toFramebufferPixel must be called from the main thread.
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func (u *UserInterface) toFramebufferPixel(x float64) float64 {
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func (u *UserInterface) toFramebufferPixel(x float64) float64 {
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s, _ := currentMonitor(u.window).GetContentScale()
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s, _ := currentMonitor(u.window).GetContentScale()
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// deviceScaleFactor is sometimes an unnice value (e.g., 1.502361). Use math.Ceil to clean the vaule.
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return math.Ceil(x * float64(s) / u.deviceScaleFactor())
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return math.Ceil(x * float64(s) / u.deviceScaleFactor())
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}
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}
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