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@ -26,7 +26,6 @@
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#include "../../openttd.h"
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#include "../../debug.h"
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#include "../../rev.h"
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#include "../../core/geometry_type.hpp"
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#include "cocoa_v.h"
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#include "cocoa_wnd.h"
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@ -311,111 +310,6 @@ void VideoDriver_Cocoa::GameSizeChanged()
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::GameSizeChanged();
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}
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@implementation OTTD_QuartzView
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- (instancetype)initWithFrame:(NSRect)frameRect andDriver:(VideoDriver_Cocoa *)drv
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{
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if (self = [ super initWithFrame:frameRect ]) {
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self->driver = drv;
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}
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return self;
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}
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- (BOOL)acceptsFirstResponder
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{
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return NO;
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}
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/**
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* Define the opaqueness of the window / screen
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* @return opaqueness of window / screen
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*/
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- (BOOL)isOpaque
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{
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return YES;
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}
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- (void)drawRect:(NSRect)invalidRect
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{
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if (driver->cgcontext == NULL) return;
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CGContextRef viewContext = (CGContextRef)[ [ NSGraphicsContext currentContext ] graphicsPort ];
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CGContextSetShouldAntialias(viewContext, FALSE);
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CGContextSetInterpolationQuality(viewContext, kCGInterpolationNone);
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/* The obtained 'rect' is actually a union of all dirty rects, let's ask for an explicit list of rects instead */
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const NSRect *dirtyRects;
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NSInteger dirtyRectCount;
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[ self getRectsBeingDrawn:&dirtyRects count:&dirtyRectCount ];
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/* We need an Image in order to do blitting, but as we don't touch the context between this call and drawing no copying will actually be done here */
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CGImageRef fullImage = CGBitmapContextCreateImage(driver->cgcontext);
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/* Calculate total area we are blitting */
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uint32 blitArea = 0;
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for (int n = 0; n < dirtyRectCount; n++) {
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blitArea += (uint32)(dirtyRects[n].size.width * dirtyRects[n].size.height);
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}
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/*
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* This might be completely stupid, but in my extremely subjective opinion it feels faster
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* The point is, if we're blitting less than 50% of the dirty rect union then it's still a good idea to blit each dirty
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* rect separately but if we blit more than that, it's just cheaper to blit the entire union in one pass.
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* Feel free to remove or find an even better value than 50% ... / blackis
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*/
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NSRect frameRect = [ self frame ];
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if (blitArea / (float)(invalidRect.size.width * invalidRect.size.height) > 0.5f) {
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NSRect rect = invalidRect;
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CGRect clipRect;
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CGRect blitRect;
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blitRect.origin.x = rect.origin.x;
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blitRect.origin.y = rect.origin.y;
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blitRect.size.width = rect.size.width;
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blitRect.size.height = rect.size.height;
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clipRect.origin.x = rect.origin.x;
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clipRect.origin.y = frameRect.size.height - rect.origin.y - rect.size.height;
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clipRect.size.width = rect.size.width;
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clipRect.size.height = rect.size.height;
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/* Blit dirty part of image */
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CGImageRef clippedImage = CGImageCreateWithImageInRect(fullImage, clipRect);
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CGContextDrawImage(viewContext, blitRect, clippedImage);
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CGImageRelease(clippedImage);
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} else {
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for (int n = 0; n < dirtyRectCount; n++) {
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NSRect rect = dirtyRects[n];
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CGRect clipRect;
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CGRect blitRect;
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blitRect.origin.x = rect.origin.x;
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blitRect.origin.y = rect.origin.y;
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blitRect.size.width = rect.size.width;
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blitRect.size.height = rect.size.height;
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clipRect.origin.x = rect.origin.x;
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clipRect.origin.y = frameRect.size.height - rect.origin.y - rect.size.height;
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clipRect.size.width = rect.size.width;
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clipRect.size.height = rect.size.height;
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/* Blit dirty part of image */
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CGImageRef clippedImage = CGImageCreateWithImageInRect(fullImage, clipRect);
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CGContextDrawImage(viewContext, blitRect, clippedImage);
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CGImageRelease(clippedImage);
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}
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}
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CGImageRelease(fullImage);
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}
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@end
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/**
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* Update the video modus.
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*/
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@ -476,21 +370,10 @@ bool VideoDriver_Cocoa::MakeWindow(int width, int height)
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[ fullscreenButton setTarget:this->window ];
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}
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char caption[50];
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snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision);
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NSString *nsscaption = [ [ NSString alloc ] initWithUTF8String:caption ];
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[ this->window setTitle:nsscaption ];
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[ this->window setMiniwindowTitle:nsscaption ];
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[ nsscaption release ];
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[ this->window setContentMinSize:NSMakeSize(64.0f, 64.0f) ];
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this->delegate = [ [ OTTD_CocoaWindowDelegate alloc ] initWithDriver:this ];
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[ this->window setDelegate:this->delegate ];
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[ this->window setAcceptsMouseMovedEvents:YES ];
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[ this->window setViewsNeedDisplay:NO ];
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[ (OTTD_CocoaWindow *)this->window center ];
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[ this->window center ];
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[ this->window makeKeyAndOrderFront:nil ];
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/* Create wrapper view for text input. */
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@ -501,7 +384,7 @@ bool VideoDriver_Cocoa::MakeWindow(int width, int height)
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this->setup = false;
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return false;
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}
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[ (NSView *)this->cocoaview setAutoresizingMask:NSViewWidthSizable | NSViewHeightSizable ];
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[ this->cocoaview setAutoresizingMask:NSViewWidthSizable | NSViewHeightSizable ];
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/* Create content view. */
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NSView *draw_view = [ [ OTTD_QuartzView alloc ] initWithFrame:[ this->cocoaview bounds ] andDriver:this ];
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@ -744,4 +627,104 @@ void VideoDriver_Cocoa::CheckPaletteAnim()
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}
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}
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@implementation OTTD_QuartzView
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- (instancetype)initWithFrame:(NSRect)frameRect andDriver:(VideoDriver_Cocoa *)drv
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{
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if (self = [ super initWithFrame:frameRect ]) {
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self->driver = drv;
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}
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return self;
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}
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- (BOOL)acceptsFirstResponder
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{
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return NO;
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}
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- (BOOL)isOpaque
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{
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return YES;
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}
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- (void)drawRect:(NSRect)invalidRect
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{
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if (driver->cgcontext == nullptr) return;
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NSGraphicsContext *ctx = [ NSGraphicsContext currentContext ];
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CGContextRef viewContext = [ ctx respondsToSelector:@selector(CGContext) ] ? [ ctx CGContext ] : (CGContextRef)[ ctx graphicsPort ];
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CGContextSetShouldAntialias(viewContext, FALSE);
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CGContextSetInterpolationQuality(viewContext, kCGInterpolationNone);
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/* The obtained 'rect' is actually a union of all dirty rects, let's ask for an explicit list of rects instead */
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const NSRect *dirtyRects;
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NSInteger dirtyRectCount;
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[ self getRectsBeingDrawn:&dirtyRects count:&dirtyRectCount ];
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/* We need an Image in order to do blitting, but as we don't touch the context between this call and drawing no copying will actually be done here */
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CGImageRef fullImage = CGBitmapContextCreateImage(driver->cgcontext);
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/* Calculate total area we are blitting */
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uint32 blitArea = 0;
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for (int n = 0; n < dirtyRectCount; n++) {
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blitArea += (uint32)(dirtyRects[n].size.width * dirtyRects[n].size.height);
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}
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/*
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* This might be completely stupid, but in my extremely subjective opinion it feels faster
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* The point is, if we're blitting less than 50% of the dirty rect union then it's still a good idea to blit each dirty
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* rect separately but if we blit more than that, it's just cheaper to blit the entire union in one pass.
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* Feel free to remove or find an even better value than 50% ... / blackis
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*/
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NSRect frameRect = [ self frame ];
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if (blitArea / (float)(invalidRect.size.width * invalidRect.size.height) > 0.5f) {
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NSRect rect = invalidRect;
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CGRect clipRect;
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CGRect blitRect;
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blitRect.origin.x = rect.origin.x;
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blitRect.origin.y = rect.origin.y;
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blitRect.size.width = rect.size.width;
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blitRect.size.height = rect.size.height;
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clipRect.origin.x = rect.origin.x;
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clipRect.origin.y = frameRect.size.height - rect.origin.y - rect.size.height;
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clipRect.size.width = rect.size.width;
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clipRect.size.height = rect.size.height;
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/* Blit dirty part of image */
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CGImageRef clippedImage = CGImageCreateWithImageInRect(fullImage, clipRect);
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CGContextDrawImage(viewContext, blitRect, clippedImage);
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CGImageRelease(clippedImage);
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} else {
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for (int n = 0; n < dirtyRectCount; n++) {
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NSRect rect = dirtyRects[n];
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CGRect clipRect;
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CGRect blitRect;
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blitRect.origin.x = rect.origin.x;
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blitRect.origin.y = rect.origin.y;
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blitRect.size.width = rect.size.width;
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blitRect.size.height = rect.size.height;
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clipRect.origin.x = rect.origin.x;
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clipRect.origin.y = frameRect.size.height - rect.origin.y - rect.size.height;
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clipRect.size.width = rect.size.width;
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clipRect.size.height = rect.size.height;
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/* Blit dirty part of image */
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CGImageRef clippedImage = CGImageCreateWithImageInRect(fullImage, clipRect);
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CGContextDrawImage(viewContext, blitRect, clippedImage);
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CGImageRelease(clippedImage);
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}
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}
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CGImageRelease(fullImage);
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}
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@end
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#endif /* WITH_COCOA */
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