Removes the redundant window on OSX
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382be2aabd
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a0fdcaced8
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@ -50,7 +50,7 @@ typedef struct {
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int x, y;
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unsigned int width, height;
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#elif defined(__APPLE__)
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NSWindow *cocoaWin;
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NSView *cocoaWin;
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NSOpenGLContext *cocoaCtx;
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#elif defined(HAVE_X11) && HAVE_X11
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int screen;
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@ -20,6 +20,8 @@
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#include "RenderBase.h"
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#include "ConfigManager.h"
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#include <wx/panel.h>
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#include "VertexShaderManager.h"
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#include "../GLInterface.h"
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#include "AGL.h"
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@ -32,7 +34,7 @@ void cInterfaceAGL::Swap()
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// Show the current FPS
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void cInterfaceAGL::UpdateFPSDisplay(const char *text)
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{
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[GLWin.cocoaWin setTitle: [NSString stringWithUTF8String: text]];
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[[GLWin.cocoaWin window] setTitle: [NSString stringWithUTF8String: text]];
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}
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// Create rendering window.
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@ -72,8 +74,7 @@ bool cInterfaceAGL::Create(void *&window_handle)
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style |= NSResizableWindowMask | NSTitledWindowMask;
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}
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GLWin.cocoaWin = [[NSWindow alloc] initWithContentRect: size
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styleMask: style backing: NSBackingStoreBuffered defer: NO];
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GLWin.cocoaWin = (NSView*)(((wxPanel*)window_handle)->GetHandle());;
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if (GLWin.cocoaWin == nil) {
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ERROR_LOG(VIDEO, "failed to create window");
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return NULL;
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@ -84,8 +85,8 @@ bool cInterfaceAGL::Create(void *&window_handle)
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[GLWin.cocoaWin setLevel: CGShieldingWindowLevel()];
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}
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[GLWin.cocoaCtx setView: [GLWin.cocoaWin contentView]];
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[GLWin.cocoaWin makeKeyAndOrderFront: nil];
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[GLWin.cocoaCtx setView: GLWin.cocoaWin];
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[[GLWin.cocoaWin window] makeKeyAndOrderFront: nil];
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return true;
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}
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@ -94,12 +95,12 @@ bool cInterfaceAGL::MakeCurrent()
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{
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int width, height;
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width = [[GLWin.cocoaWin contentView] frame].size.width;
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height = [[GLWin.cocoaWin contentView] frame].size.height;
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width = [GLWin.cocoaWin frame].size.width;
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height = [GLWin.cocoaWin frame].size.height;
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//if (width == s_backbuffer_width && height == s_backbuffer_height)
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// return true;
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[GLWin.cocoaCtx setView: [GLWin.cocoaWin contentView]];
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[GLWin.cocoaCtx setView: GLWin.cocoaWin];
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[GLWin.cocoaCtx update];
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[GLWin.cocoaCtx makeCurrentContext];
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s_backbuffer_width = width;
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@ -110,7 +111,6 @@ bool cInterfaceAGL::MakeCurrent()
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// Close backend
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void cInterfaceAGL::Shutdown()
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{
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[GLWin.cocoaWin close];
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[GLWin.cocoaCtx clearDrawable];
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[GLWin.cocoaCtx release];
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}
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