Fixed wrong trackpad scrolling.
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00d8206ad2
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63b964f1c5
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@ -310,13 +310,23 @@ metal__make_buffer(u32 size, id<MTLDevice> device){
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#endif
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// HACK(yuval): This is the best way I found to force valid width and height without drawing on the next draw cycle (1 frame delay).
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CGSize drawable_size = [view drawableSize];
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i32 width = (i32)Min(_target->width, drawable_size.width);
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i32 height = (i32)Min(_target->height, drawable_size.height);
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Font_Set *font_set = (Font_Set*)_target->font_set;
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// TODO(yuval): Free any textures in the target's texture free list
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#if 0
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for (Render_Free_Texture *free_texture = _target->free_texture_first;
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free_texture;
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free_texture = free_texture->next){
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/*sll_queue_push(texture_slots.first_free_slot, texture_slots.last_free_slot, free_texture)*/
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}
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_target->free_texture_first = 0;
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_taget->free_texture_last = 0;
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#endif
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// NOTE(yuval): Create the command buffer
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id<MTLCommandBuffer> command_buffer = [command_queue commandBuffer];
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command_buffer.label = @"4coder Metal Render Command";
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@ -285,12 +285,11 @@ gl_render(Render_Target *t){
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t->free_texture_first = 0;
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t->free_texture_last = 0;
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u64 begin_draw = system_now_time();
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for (Render_Group *group = t->group_first;
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group != 0;
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group = group->next){
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Rect_i32 box = Ri32(group->clip_box);
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Rect_i32 scissor_box = {
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box.x0, height - box.y1, box.x1 - box.x0, box.y1 - box.y0,
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};
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@ -952,9 +952,11 @@ mac_toggle_fullscreen(void){
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float dx = event.scrollingDeltaX;
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float dy = event.scrollingDeltaY;
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i8 scroll_speed = 100;
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i8 scroll_speed = 0;
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if (dy > 0){
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scroll_speed *= -1;
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scroll_speed = -100;
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} else if (dy < 0){
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scroll_speed = 100;
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}
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mac_vars.input_chunk.trans.mouse_wheel = scroll_speed;
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