[macOS, 3.x] Fix unresponsive redraw during live resizing.
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1 changed files with 17 additions and 3 deletions
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@ -471,6 +471,20 @@ static NSCursor *cursorFromSelector(SEL selector, SEL fallback = nil) {
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@implementation GodotContentView
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- (void)drawRect:(NSRect)dirtyRect {
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if (OS_OSX::singleton->get_main_loop() && OS_OSX::singleton->is_resizing) {
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Main::force_redraw();
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if (!Main::is_iterating()) { // Avoid cyclic loop.
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Main::iteration();
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}
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}
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}
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- (void)setFrameSize:(NSSize)newSize {
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[super setFrameSize:newSize];
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[self setNeedsDisplay:YES]; // Force "drawRect" call.
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}
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+ (void)initialize {
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if (self == [GodotContentView class]) {
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// nothing left to do here at the moment..
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@ -3356,10 +3370,10 @@ void OS_OSX::force_process_input() {
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}
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void OS_OSX::pre_wait_observer_cb(CFRunLoopObserverRef p_observer, CFRunLoopActivity p_activiy, void *p_context) {
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// Prevent main loop from sleeping and redraw window during resize / modal popups.
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// Do not redraw when rendering is done from the separate thread, it will conflict with the OpenGL context updates triggered by window view resize.
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// Prevent main loop from sleeping and redraw window during modal popup display.
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// Do not redraw when rendering is done from the separate thread, it will conflict with the OpenGL context updates.
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if (get_singleton()->get_main_loop() && (get_singleton()->get_render_thread_mode() != RENDER_SEPARATE_THREAD || !OS_OSX::singleton->is_resizing)) {
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if (get_singleton()->get_main_loop() && (get_singleton()->get_render_thread_mode() != RENDER_SEPARATE_THREAD) && !OS_OSX::singleton->is_resizing) {
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Main::force_redraw();
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if (!Main::is_iterating()) { // Avoid cyclic loop.
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Main::iteration();
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