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Fix for mac os version building
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ac8e533e30
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@ -84,7 +84,7 @@ open class Shape: Node {
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}
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fileprivate func createContext() -> CGContext? {
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let screenScale: CGFloat = MMainScreen()?.scale ?? 1.0
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let screenScale: CGFloat = MMainScreen()?.mScale ?? 1.0
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let smallSize = CGSize(width: 1.0, height: 1.0)
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MGraphicsBeginImageContextWithOptions(smallSize, false, screenScale)
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@ -69,7 +69,7 @@ class GroupRenderer: NodeRenderer {
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renderers.removeAll()
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renderers = group.contents.compactMap { child -> NodeRenderer? in
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return RenderUtils.createNodeRenderer(child, view: view, parentRenderer: self)
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RenderUtils.createNodeRenderer(child, view: view, parentRenderer: self)
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}
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var parent: NodeRenderer = self
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@ -254,7 +254,7 @@ class NodeRenderer {
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}
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func renderToImage(bounds: Rect, inset: Double = 0, coloringMode: ColoringMode = .rgb) -> MImage {
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let screenScale: CGFloat = MMainScreen()?.scale ?? 1.0
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let screenScale: CGFloat = MMainScreen()?.mScale ?? 1.0
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MGraphicsBeginImageContextWithOptions(CGSize(width: bounds.w + inset, height: bounds.h + inset), false, screenScale)
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let tempContext = MGraphicsGetCurrentContext()!
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@ -101,12 +101,12 @@ open class MacawView: MView, MGestureRecognizerDelegate {
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#if os(OSX)
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open override var layer: CALayer? {
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didSet {
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guard self.layer != nil else {
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return
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}
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initializeView()
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guard self.layer != nil else {
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return
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}
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initializeView()
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self.renderer = RenderUtils.createNodeRenderer(node, view: self)
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self.renderer = RenderUtils.createNodeRenderer(node, view: self)
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}
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}
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#endif
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