// resize adapts the window and texture content to the current size of the // window. It should be called periodically to adapt to GUI changes to the // window. It checks the new window dimensions and if necessary creates a new // texture with new size. Previously drawn content will be lost. func (w *Window) resize() { var width, height int C.glfwGetWindowSize( w.glfwWin, (*C.int)(unsafe.Pointer(&width)), (*C.int)(unsafe.Pointer(&height)), ) if width != w.width || height != w.height { w.width = width w.height = height w.tex = newTex(width, height) w.texId = C.resizeTex( w.glfwWin, w.texId, unsafe.Pointer(&w.tex[0]), C.int(width), C.int(height), ) C.winResized(w.glfwWin, C.int(width), C.int(height)) } }
// WindowSize is used for determining the size of an opened window. The returned // values are dimensions of the client area of the window (i.e. excluding any // window borders and decorations). // // Note: Even if the size of a fullscreen window does not change once the window // has been opened, it does not necessarily have to be the same as the size that // was requested using glfw.OpenWindow. Therefor it is wise to use this function // to determine the true size of the window once it has been opened. func WindowSize() (int, int) { var w, h C.int C.glfwGetWindowSize(&w, &h) return int(w), int(h) }
func WindowSize(window Window) (int, int) { var w, h C.int C.glfwGetWindowSize(C.GLFWwindow(window), &w, &h) return int(w), int(h) }
func (w *Window) Size() (width, height int) { var wid, hei C.int C.glfwGetWindowSize(w.w, &wid, &hei) return int(wid), int(hei) }
//GetSize returns the size, in screen coordinates, of the client area of the //specified window. func (w *Window) GetSize() (width, height int) { var wi, h C.int C.glfwGetWindowSize(w.data, &wi, &h) return int(wi), int(h) }