remove a bunch of unnecessary Window control methods
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0bfc4cd068
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@ -25,23 +25,14 @@ type WindowConfig struct {
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// If set to nil, the Window will be windowed. Otherwise it will be fullscreen on the
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// specified Monitor.
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Fullscreen *Monitor
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Monitor *Monitor
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// Whether the Window is resizable.
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Resizable bool
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// If set to true, the Window will be initially invisible.
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Hidden bool
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// Undecorated Window ommits the borders and decorations (close button, etc.).
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Undecorated bool
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// If set to true, the Window will not get focused upon showing up.
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Unfocused bool
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// Whether the Window is maximized.
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Maximized bool
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// VSync (vertical synchronization) synchronizes Window's framerate with the framerate of
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// the monitor.
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VSync bool
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@ -89,10 +80,7 @@ func NewWindow(cfg WindowConfig) (*Window, error) {
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glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
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glfw.WindowHint(glfw.Resizable, bool2int[cfg.Resizable])
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glfw.WindowHint(glfw.Visible, bool2int[!cfg.Hidden])
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glfw.WindowHint(glfw.Decorated, bool2int[!cfg.Undecorated])
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glfw.WindowHint(glfw.Focused, bool2int[!cfg.Unfocused])
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glfw.WindowHint(glfw.Maximized, bool2int[cfg.Maximized])
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var share *glfw.Window
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if currWin != nil {
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@ -123,7 +111,7 @@ func NewWindow(cfg WindowConfig) (*Window, error) {
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w.SetVSync(cfg.VSync)
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w.initInput()
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w.SetMonitor(cfg.Fullscreen)
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w.SetMonitor(cfg.Monitor)
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w.canvas = NewCanvas(cfg.Bounds)
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w.Update()
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@ -222,20 +210,6 @@ func (w *Window) Bounds() pixel.Rect {
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return w.bounds
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}
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// Show makes the Window visible if it was hidden.
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func (w *Window) Show() {
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mainthread.Call(func() {
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w.window.Show()
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})
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}
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// Hide hides the Window if it was visible.
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func (w *Window) Hide() {
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mainthread.Call(func() {
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w.window.Hide()
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})
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}
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func (w *Window) setFullscreen(monitor *Monitor) {
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mainthread.Call(func() {
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w.restore.xpos, w.restore.ypos = w.window.GetPos()
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@ -282,11 +256,6 @@ func (w *Window) SetMonitor(monitor *Monitor) {
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}
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}
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// IsFullscreen returns true if the Window is in fullscreen mode.
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func (w *Window) IsFullscreen() bool {
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return w.Monitor() != nil
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}
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// Monitor returns a monitor the Window is fullscreen on. If the Window is not fullscreen, this
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// function returns nil.
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func (w *Window) Monitor() *Monitor {
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@ -302,13 +271,6 @@ func (w *Window) Monitor() *Monitor {
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}
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}
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// Focus brings the Window to the front and sets input focus.
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func (w *Window) Focus() {
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mainthread.Call(func() {
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w.window.Focus()
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})
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}
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// Focused returns true if the Window has input focus.
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func (w *Window) Focused() bool {
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var focused bool
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@ -318,20 +280,6 @@ func (w *Window) Focused() bool {
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return focused
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}
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// Maximize puts the Window to the maximized state.
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func (w *Window) Maximize() {
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mainthread.Call(func() {
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w.window.Maximize()
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})
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}
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// Restore restores the Window from the maximized state.
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func (w *Window) Restore() {
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mainthread.Call(func() {
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w.window.Restore()
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})
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}
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// SetVSync sets whether the Window's Update should synchronize with the monitor refresh rate.
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func (w *Window) SetVSync(vsync bool) {
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w.vsync = vsync
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