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-rw-r--r--platform/macos/display_server_macos.mm1
-rw-r--r--platform/macos/godot_content_view.h10
-rw-r--r--platform/macos/godot_content_view.mm41
-rw-r--r--platform/macos/os_macos.mm5
4 files changed, 55 insertions, 2 deletions
diff --git a/platform/macos/display_server_macos.mm b/platform/macos/display_server_macos.mm
index b009007d73..91c6da5d13 100644
--- a/platform/macos/display_server_macos.mm
+++ b/platform/macos/display_server_macos.mm
@@ -166,6 +166,7 @@ DisplayServerMacOS::WindowID DisplayServerMacOS::_create_window(WindowMode p_mod
ERR_FAIL_COND_V_MSG(err != OK, INVALID_WINDOW_ID, "Can't create an OpenGL context");
}
#endif
+ [wd.window_view updateLayerDelegate];
id = window_id_counter++;
windows[id] = wd;
}
diff --git a/platform/macos/godot_content_view.h b/platform/macos/godot_content_view.h
index 353305aec1..a6318ab903 100644
--- a/platform/macos/godot_content_view.h
+++ b/platform/macos/godot_content_view.h
@@ -45,6 +45,14 @@
#import <QuartzCore/CAMetalLayer.h>
+@interface GodotContentLayerDelegate : NSObject <CALayerDelegate> {
+ DisplayServer::WindowID window_id;
+}
+
+- (void)setWindowID:(DisplayServer::WindowID)wid;
+
+@end
+
@interface GodotContentView : RootView <NSTextInputClient> {
DisplayServer::WindowID window_id;
NSTrackingArea *tracking_area;
@@ -53,12 +61,14 @@
bool mouse_down_control;
bool ignore_momentum_scroll;
bool last_pen_inverted;
+ id layer_delegate;
}
- (void)processScrollEvent:(NSEvent *)event button:(MouseButton)button factor:(double)factor;
- (void)processPanEvent:(NSEvent *)event dx:(double)dx dy:(double)dy;
- (void)processMouseEvent:(NSEvent *)event index:(MouseButton)index mask:(MouseButton)mask pressed:(bool)pressed;
- (void)setWindowID:(DisplayServer::WindowID)wid;
+- (void)updateLayerDelegate;
- (void)cancelComposition;
@end
diff --git a/platform/macos/godot_content_view.mm b/platform/macos/godot_content_view.mm
index dbed969901..f93ef48f6c 100644
--- a/platform/macos/godot_content_view.mm
+++ b/platform/macos/godot_content_view.mm
@@ -32,11 +32,48 @@
#include "display_server_macos.h"
#include "key_mapping_macos.h"
+#include "main/main.h"
+
+@implementation GodotContentLayerDelegate
+
+- (id)init {
+ self = [super init];
+ window_id = DisplayServer::INVALID_WINDOW_ID;
+ return self;
+}
+
+- (void)setWindowID:(DisplayServerMacOS::WindowID)wid {
+ window_id = wid;
+}
+
+- (void)displayLayer:(CALayer *)layer {
+ DisplayServerMacOS *ds = (DisplayServerMacOS *)DisplayServer::get_singleton();
+ if (OS::get_singleton()->get_main_loop() && ds->get_is_resizing()) {
+ Main::force_redraw();
+ if (!Main::is_iterating()) { // Avoid cyclic loop.
+ Main::iteration();
+ }
+ }
+}
+
+@end
@implementation GodotContentView
+- (void)setFrameSize:(NSSize)newSize {
+ [super setFrameSize:newSize];
+ [self.layer setNeedsDisplay]; // Force "drawRect" call.
+}
+
+- (void)updateLayerDelegate {
+ self.layer.delegate = layer_delegate;
+ self.layer.autoresizingMask = kCALayerHeightSizable | kCALayerWidthSizable;
+ self.layer.needsDisplayOnBoundsChange = YES;
+}
+
- (id)init {
self = [super init];
+ layer_delegate = [[GodotContentLayerDelegate alloc] init];
window_id = DisplayServer::INVALID_WINDOW_ID;
tracking_area = nil;
ime_input_event_in_progress = false;
@@ -45,6 +82,9 @@
last_pen_inverted = false;
[self updateTrackingAreas];
+ self.layerContentsRedrawPolicy = NSViewLayerContentsRedrawDuringViewResize;
+ self.layerContentsPlacement = NSViewLayerContentsPlacementTopLeft;
+
if (@available(macOS 10.13, *)) {
[self registerForDraggedTypes:[NSArray arrayWithObject:NSPasteboardTypeFileURL]];
#if !defined(__aarch64__) // Do not build deprectead 10.13 code on ARM.
@@ -58,6 +98,7 @@
- (void)setWindowID:(DisplayServerMacOS::WindowID)wid {
window_id = wid;
+ [layer_delegate setWindowID:window_id];
}
// MARK: Backing Layer
diff --git a/platform/macos/os_macos.mm b/platform/macos/os_macos.mm
index 35c4e4b03d..c250a9d71a 100644
--- a/platform/macos/os_macos.mm
+++ b/platform/macos/os_macos.mm
@@ -56,10 +56,11 @@ _FORCE_INLINE_ String OS_MacOS::get_framework_executable(const String &p_path) {
}
void OS_MacOS::pre_wait_observer_cb(CFRunLoopObserverRef p_observer, CFRunLoopActivity p_activiy, void *p_context) {
- // Prevent main loop from sleeping and redraw window during resize / modal popups.
+ // Prevent main loop from sleeping and redraw window during modal popup display.
+ // Do not redraw when rendering is done from the separate thread, it will conflict with the OpenGL context updates.
DisplayServerMacOS *ds = (DisplayServerMacOS *)DisplayServer::get_singleton();
- if (get_singleton()->get_main_loop() && ds && (get_singleton()->get_render_thread_mode() != RENDER_SEPARATE_THREAD || !ds->get_is_resizing())) {
+ if (get_singleton()->get_main_loop() && ds && (get_singleton()->get_render_thread_mode() != RENDER_SEPARATE_THREAD) && !ds->get_is_resizing()) {
Main::force_redraw();
if (!Main::is_iterating()) { // Avoid cyclic loop.
Main::iteration();