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internal/ui: remove an unnecessary hack to resize the window
The bug (#1606) is no longer reproducible even without the hack. Updates #1606 Updates #1609
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@ -1550,20 +1550,6 @@ func (u *userInterfaceImpl) setWindowPositionInDIP(x, y int, monitor *glfw.Monit
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} else {
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u.window.SetPos(x, y)
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}
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// Call setWindowSize explicitly in order to update the rendering since the callback is disabled now.
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//
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// There are cases when setWindowSize should be called (#1606) and should not be called (#1609).
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// For the former, macOS seems enough so far.
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//
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// Do not call setWindowSize in the fullscreen mode since setWindowSize requires the window size
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// before the fullscreen, while window.GetSize() returns the desktop screen size in the fullscreen mode.
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if !u.isFullscreen() && runtime.GOOS == "darwin" {
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w, h := u.window.GetSize()
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ww := int(u.dipFromGLFWPixel(float64(w), monitor))
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wh := int(u.dipFromGLFWPixel(float64(h), monitor))
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u.setWindowSizeInDIP(ww, wh, u.isFullscreen())
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}
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}
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// setWindowTitle must be called from the main thread.
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