[macOS, 3.x] Use occlusionState to determine when window is drawable.
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@ -135,6 +135,7 @@ public:
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bool resizable;
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bool resizable;
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bool window_focused;
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bool window_focused;
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bool on_top;
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bool on_top;
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bool is_visible;
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Size2 window_size;
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Size2 window_size;
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Rect2 restore_rect;
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Rect2 restore_rect;
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@ -463,6 +463,10 @@ static NSCursor *cursorFromSelector(SEL selector, SEL fallback = nil) {
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OS_OSX::singleton->window_focused = true;
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OS_OSX::singleton->window_focused = true;
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};
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};
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- (void)windowDidChangeOcclusionState:(NSNotification *)notification {
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OS_OSX::singleton->is_visible = ([OS_OSX::singleton->window_object occlusionState] & NSWindowOcclusionStateVisible) && [OS_OSX::singleton->window_object isVisible];
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}
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@end
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@end
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@interface GodotContentView : NSOpenGLView <NSTextInputClient> {
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@interface GodotContentView : NSOpenGLView <NSTextInputClient> {
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@ -2410,7 +2414,7 @@ String OS_OSX::get_system_dir(SystemDir p_dir, bool p_shared_storage) const {
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}
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}
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bool OS_OSX::can_draw() const {
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bool OS_OSX::can_draw() const {
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return true;
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return is_visible;
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}
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}
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void OS_OSX::set_clipboard(const String &p_text) {
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void OS_OSX::set_clipboard(const String &p_text) {
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@ -3568,6 +3572,7 @@ OS_OSX::OS_OSX() {
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im_position = Point2();
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im_position = Point2();
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layered_window = false;
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layered_window = false;
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autoreleasePool = [[NSAutoreleasePool alloc] init];
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autoreleasePool = [[NSAutoreleasePool alloc] init];
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is_visible = true;
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eventSource = CGEventSourceCreate(kCGEventSourceStateHIDSystemState);
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eventSource = CGEventSourceCreate(kCGEventSourceStateHIDSystemState);
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ERR_FAIL_COND(!eventSource);
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ERR_FAIL_COND(!eventSource);
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