remove a bunch of unnecessary Window control methods

This commit is contained in:
faiface 2017-04-13 15:03:13 +02:00
parent 0bfc4cd068
commit 4ce6e2b3c4
1 changed files with 2 additions and 54 deletions

View File

@ -25,23 +25,14 @@ type WindowConfig struct {
// If set to nil, the Window will be windowed. Otherwise it will be fullscreen on the // If set to nil, the Window will be windowed. Otherwise it will be fullscreen on the
// specified Monitor. // specified Monitor.
Fullscreen *Monitor Monitor *Monitor
// Whether the Window is resizable. // Whether the Window is resizable.
Resizable bool Resizable bool
// If set to true, the Window will be initially invisible.
Hidden bool
// Undecorated Window ommits the borders and decorations (close button, etc.). // Undecorated Window ommits the borders and decorations (close button, etc.).
Undecorated bool Undecorated bool
// If set to true, the Window will not get focused upon showing up.
Unfocused bool
// Whether the Window is maximized.
Maximized bool
// VSync (vertical synchronization) synchronizes Window's framerate with the framerate of // VSync (vertical synchronization) synchronizes Window's framerate with the framerate of
// the monitor. // the monitor.
VSync bool VSync bool
@ -89,10 +80,7 @@ func NewWindow(cfg WindowConfig) (*Window, error) {
glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True) glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
glfw.WindowHint(glfw.Resizable, bool2int[cfg.Resizable]) glfw.WindowHint(glfw.Resizable, bool2int[cfg.Resizable])
glfw.WindowHint(glfw.Visible, bool2int[!cfg.Hidden])
glfw.WindowHint(glfw.Decorated, bool2int[!cfg.Undecorated]) glfw.WindowHint(glfw.Decorated, bool2int[!cfg.Undecorated])
glfw.WindowHint(glfw.Focused, bool2int[!cfg.Unfocused])
glfw.WindowHint(glfw.Maximized, bool2int[cfg.Maximized])
var share *glfw.Window var share *glfw.Window
if currWin != nil { if currWin != nil {
@ -123,7 +111,7 @@ func NewWindow(cfg WindowConfig) (*Window, error) {
w.SetVSync(cfg.VSync) w.SetVSync(cfg.VSync)
w.initInput() w.initInput()
w.SetMonitor(cfg.Fullscreen) w.SetMonitor(cfg.Monitor)
w.canvas = NewCanvas(cfg.Bounds) w.canvas = NewCanvas(cfg.Bounds)
w.Update() w.Update()
@ -222,20 +210,6 @@ func (w *Window) Bounds() pixel.Rect {
return w.bounds return w.bounds
} }
// Show makes the Window visible if it was hidden.
func (w *Window) Show() {
mainthread.Call(func() {
w.window.Show()
})
}
// Hide hides the Window if it was visible.
func (w *Window) Hide() {
mainthread.Call(func() {
w.window.Hide()
})
}
func (w *Window) setFullscreen(monitor *Monitor) { func (w *Window) setFullscreen(monitor *Monitor) {
mainthread.Call(func() { mainthread.Call(func() {
w.restore.xpos, w.restore.ypos = w.window.GetPos() w.restore.xpos, w.restore.ypos = w.window.GetPos()
@ -282,11 +256,6 @@ func (w *Window) SetMonitor(monitor *Monitor) {
} }
} }
// IsFullscreen returns true if the Window is in fullscreen mode.
func (w *Window) IsFullscreen() bool {
return w.Monitor() != nil
}
// Monitor returns a monitor the Window is fullscreen on. If the Window is not fullscreen, this // Monitor returns a monitor the Window is fullscreen on. If the Window is not fullscreen, this
// function returns nil. // function returns nil.
func (w *Window) Monitor() *Monitor { func (w *Window) Monitor() *Monitor {
@ -302,13 +271,6 @@ func (w *Window) Monitor() *Monitor {
} }
} }
// Focus brings the Window to the front and sets input focus.
func (w *Window) Focus() {
mainthread.Call(func() {
w.window.Focus()
})
}
// Focused returns true if the Window has input focus. // Focused returns true if the Window has input focus.
func (w *Window) Focused() bool { func (w *Window) Focused() bool {
var focused bool var focused bool
@ -318,20 +280,6 @@ func (w *Window) Focused() bool {
return focused return focused
} }
// Maximize puts the Window to the maximized state.
func (w *Window) Maximize() {
mainthread.Call(func() {
w.window.Maximize()
})
}
// Restore restores the Window from the maximized state.
func (w *Window) Restore() {
mainthread.Call(func() {
w.window.Restore()
})
}
// SetVSync sets whether the Window's Update should synchronize with the monitor refresh rate. // SetVSync sets whether the Window's Update should synchronize with the monitor refresh rate.
func (w *Window) SetVSync(vsync bool) { func (w *Window) SetVSync(vsync bool) {
w.vsync = vsync w.vsync = vsync