Fixed incorrect redrawing of Mac OS X windows after resize. Still need to fix the wrong rect issues...
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@ -78,6 +78,7 @@ func appDelegate_windowShouldClose(self C.id, sel C.SEL, win C.id) C.BOOL {
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var (
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_object = sel_getUid("object")
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_display = sel_getUid("display")
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)
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//export appDelegate_windowDidResize
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@ -91,6 +92,7 @@ func appDelegate_windowDidResize(self C.id, sel C.SEL, notification C.id) {
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panic("child resize failed: " + err.Error())
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}
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}
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C.objc_msgSend_noargs(win, _display) // redraw everything; TODO only if resize() was called?
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}
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//export appDelegate_buttonClicked
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1
todo.md
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todo.md
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@ -27,7 +27,6 @@ important things:
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- because the main event loop is not called if initialization fails, it is presently impossible for MsgBoxError() to work if UI initialization fails; this basically means we cannot allow initializiation to fail on Mac OS X if we want to be able to report UI init failures to the user with one
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- Cocoa coordinates have (0,0) at the bottom left: need to fix this somehow
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- I think Cocoa NSButton text is not vertically aligned properly...?
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- resizing Cocoa windows does not redraw controls correctly
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- NSComboBox scans the entered text to see if it matches one of the items and returns the index of that item if it does; find out how to suppress this so that it returns -1 unless the item was chosen from the list (like the other platforms)
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- figure out what to do about deleting a nonexistent item; each backend responds differently by default
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- there's no GTK+ error handling whatsoever; we need to figure out how it works
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