Commit 3f845b34 authored by Chip Davis's avatar Chip Davis Committed by Alexandre Julliard

winemac.drv: Remove now unused -[WineContentView drawRect:].

parent 9e599a89
......@@ -556,70 +556,6 @@ static CVReturn WineDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTi
[pendingGlContexts removeAllObjects];
}
- (void) drawRect:(NSRect)rect
{
WineWindow* window = (WineWindow*)[self window];
if ([window contentView] != self)
return;
if (window.surface && window.surface_mutex &&
!pthread_mutex_lock(window.surface_mutex))
{
const CGRect* rects;
int count;
if (get_surface_blit_rects(window.surface, &rects, &count))
{
CGRect dirtyRect = cgrect_win_from_mac(NSRectToCGRect(rect));
NSAffineTransform* xform = [NSAffineTransform transform];
CGContextRef context;
int i;
[xform translateXBy:0.0 yBy:self.bounds.size.height];
[xform scaleXBy:1.0 yBy:-1.0];
[xform concat];
context = (CGContextRef)[[NSGraphicsContext currentContext] graphicsPort];
CGContextSetBlendMode(context, kCGBlendModeCopy);
CGContextSetInterpolationQuality(context, retina_on ? kCGInterpolationHigh : kCGInterpolationNone);
for (i = 0; i < count; i++)
{
CGRect imageRect;
CGImageRef image;
imageRect = CGRectIntersection(rects[i], dirtyRect);
image = create_surface_image(window.surface, &imageRect, FALSE, window.colorKeyed,
window.colorKeyRed, window.colorKeyGreen, window.colorKeyBlue);
if (image)
{
// Account for the flipped coordinate system.
imageRect = cgrect_mac_from_win(imageRect);
imageRect.origin.y = self.bounds.size.height - imageRect.origin.y - imageRect.size.height;
CGContextDrawImage(context, imageRect, image);
CGImageRelease(image);
}
}
[window windowDidDrawContent];
}
pthread_mutex_unlock(window.surface_mutex);
}
// If the window may be transparent, then we have to invalidate the
// shadow every time we draw. Also, if this is the first time we've
// drawn since changing from transparent to opaque.
if (window.drawnSinceShown && (window.colorKeyed || window.usePerPixelAlpha || window.shapeChangedSinceLastDraw))
{
window.shapeChangedSinceLastDraw = FALSE;
[window invalidateShadow];
}
}
- (void) addGLContext:(WineOpenGLContext*)context
{
BOOL hadContext = _everHadGLContext;
......
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