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internal/ui: refactoring: remove redundant Monitor members
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@ -28,13 +28,11 @@ import (
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type Monitor struct {
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m *glfw.Monitor
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vm *glfw.VidMode
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// Pos of monitor in virtual coords
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x int
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y int
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width int
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height int
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id int
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name string
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id int
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name string
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x int
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y int
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}
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// Name returns the monitor's name.
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@ -91,16 +89,13 @@ func (m *monitors) update() {
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newMonitors := make([]*Monitor, 0, len(glfwMonitors))
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for i, m := range glfwMonitors {
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x, y := m.GetPos()
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vm := m.GetVideoMode()
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newMonitors = append(newMonitors, &Monitor{
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m: m,
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vm: m.GetVideoMode(),
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x: x,
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y: y,
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width: vm.Width,
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height: vm.Height,
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name: m.GetName(),
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id: i,
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m: m,
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vm: m.GetVideoMode(),
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id: i,
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name: m.GetName(),
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x: x,
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y: y,
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})
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}
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@ -307,8 +307,8 @@ func (u *userInterfaceImpl) setWindowMonitor(monitor *Monitor) {
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w := u.dipToGLFWPixel(float64(ww), monitor.m)
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h := u.dipToGLFWPixel(float64(wh), monitor.m)
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x, y := monitor.x, monitor.y
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mw := u.dipFromGLFWMonitorPixel(float64(monitor.width), monitor.m)
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mh := u.dipFromGLFWMonitorPixel(float64(monitor.height), monitor.m)
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mw := u.dipFromGLFWMonitorPixel(float64(monitor.vm.Width), monitor.m)
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mh := u.dipFromGLFWMonitorPixel(float64(monitor.vm.Height), monitor.m)
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mw = u.dipToGLFWPixel(mw, monitor.m)
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mh = u.dipToGLFWPixel(mh, monitor.m)
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px, py := InitialWindowPosition(int(mw), int(mh), int(w), int(h))
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