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internal/ui: refactoring
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57c123a412
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f2da62a175
@ -1220,24 +1220,16 @@ func (u *UserInterface) setWindowSizeInDIP(width, height int, fullscreen bool) {
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}()
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}
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windowRecreated := u.setWindowSizeInDIPImpl(width, height, fullscreen)
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u.setWindowSizeInDIPImpl(width, height, fullscreen)
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u.adjustViewSize()
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// As width might be updated, update windowWidth/Height here.
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u.windowWidthInDIP = width
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u.windowHeightInDIP = height
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if windowRecreated {
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if g, ok := Graphics().(interface{ SetWindow(uintptr) }); ok {
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g.SetWindow(u.nativeWindow())
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}
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}
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}
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func (u *UserInterface) setWindowSizeInDIPImpl(width, height int, fullscreen bool) bool {
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var windowRecreated bool
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func (u *UserInterface) setWindowSizeInDIPImpl(width, height int, fullscreen bool) {
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if fullscreen {
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if x, y := u.origPos(); x == invalidPos || y == invalidPos {
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u.setOrigPos(u.window.GetPos())
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@ -1312,8 +1304,6 @@ func (u *UserInterface) setWindowSizeInDIPImpl(width, height int, fullscreen boo
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n, d = u.window.GetSize()
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}
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u.window.SetAspectRatio(n, d)
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return windowRecreated
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}
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// updateVsync must be called on the main thread.
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