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authorTon Roosendaal <ton@blender.org>2013-05-25 18:08:56 +0400
committerTon Roosendaal <ton@blender.org>2013-05-25 18:08:56 +0400
commit24321d4891224befb9e9ee666950f02b21e6f1c7 (patch)
tree7859c456b71cc4a67ab5855c6a1dac6c3ce1fa63 /source/blender/windowmanager
parent9bf7a2a8c49d07bf41b5b2f743075ccf45cc9e02 (diff)
Solving ancient Blender window sizing issue;
- Removed grid-snapping for area coordinates on scaling windows. That caused the areas to shrink or expand, and eventually corrupt screen layouts. - Added simple but efficient life resize for OSX. I need to know why this is so much code for Windows... I suggest Windows to just copy same method; dispatch the queue, and just let the event system draw.
Diffstat (limited to 'source/blender/windowmanager')
-rw-r--r--source/blender/windowmanager/intern/wm_window.c7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/windowmanager/intern/wm_window.c b/source/blender/windowmanager/intern/wm_window.c
index fe419010780..282e14cc5fe 100644
--- a/source/blender/windowmanager/intern/wm_window.c
+++ b/source/blender/windowmanager/intern/wm_window.c
@@ -900,6 +900,13 @@ static int ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr C_void_ptr
wm_draw_window_clear(win);
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL);
WM_event_add_notifier(C, NC_WINDOW | NA_EDITED, NULL);
+
+#if defined(__APPLE__)
+ /* OSX doesn't return to the mainloop while resize */
+ wm_event_do_handlers(C);
+ wm_event_do_notifiers(C);
+ wm_draw_update(C);
+#endif
}
}
break;