internal/ui: refactoring

This commit is contained in:
Hajime Hoshi 2023-09-15 02:45:31 +09:00
parent 06d1c68506
commit f7a801d591

View File

@ -366,33 +366,7 @@ func (u *userInterfaceImpl) setWindowMonitor(monitor int) {
fullscreen := u.isFullscreen()
// This is copied from setFullscreen. They should probably use a shared function.
if fullscreen {
origX, origY := u.origWindowPos()
w = int(u.dipToGLFWPixel(float64(u.origWindowWidthInDIP), u.currentMonitor()))
h = int(u.dipToGLFWPixel(float64(u.origWindowHeightInDIP), u.currentMonitor()))
if u.isNativeFullscreenAvailable() {
u.setNativeFullscreen(false)
// Adjust the window size later (after adjusting the position).
} else if !u.isNativeFullscreenAvailable() && u.window.GetMonitor() != nil {
u.window.SetMonitor(nil, 0, 0, w, h, 0)
}
// glfw.PollEvents is necessary for macOS to enable (*glfw.Window).SetPos and SetSize (#2296).
// This polling causes issues on Linux and Windows when rapidly toggling fullscreen, so we only run it under macOS.
if runtime.GOOS == "darwin" {
glfw.PollEvents()
}
if origX != invalidPos && origY != invalidPos {
u.window.SetPos(origX, origY)
// Dirty hack for macOS (#703). Rendering doesn't work correctly with one SetPos, but
// work with two or more SetPos.
if runtime.GOOS == "darwin" {
u.window.SetPos(origX+1, origY)
u.window.SetPos(origX, origY)
}
u.setOrigWindowPos(invalidPos, invalidPos)
}
u.setFullscreen(false)
}
x, y := m.GetPos()
@ -400,16 +374,7 @@ func (u *userInterfaceImpl) setWindowMonitor(monitor int) {
u.window.SetPos(x+px, y+py)
if fullscreen {
if u.isNativeFullscreenAvailable() {
u.setNativeFullscreen(fullscreen)
} else {
v := m.GetVideoMode()
u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate)
}
u.setOrigWindowPos(x, y)
u.adjustViewSizeAfterFullscreen()
u.setFullscreen(true)
}
}