Fix compatibility with macOS's dark mode.

This commit is contained in:
Paul Chote
2018-12-17 21:04:22 +00:00
parent 1facff6ab1
commit cc004b3546
3 changed files with 27 additions and 2 deletions

View File

@@ -113,6 +113,31 @@ namespace OpenRA.Platforms.Default
window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED,
windowSize.Width, windowSize.Height, windowFlags);
// Work around an issue in macOS's GL backend where the window remains permanently black
// (if dark mode is enabled) unless we drain the event queue before initializing GL
if (Platform.CurrentPlatform == PlatformType.OSX)
{
SDL.SDL_Event e;
while (SDL.SDL_PollEvent(out e) != 0)
{
// We can safely ignore all mouse/keyboard events and window size changes
// (these will be caught in the window setup below), but do need to process focus
if (e.type == SDL.SDL_EventType.SDL_WINDOWEVENT)
{
switch (e.window.windowEvent)
{
case SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_LOST:
Game.HasInputFocus = false;
break;
case SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_GAINED:
Game.HasInputFocus = true;
break;
}
}
}
}
surfaceSize = windowSize;
windowScale = 1;