Thanks to everyone with all the great analysis & suggestions.
I will try out as many as I can this evening.
A note on design intent, though - I should have added to the original posting
;-(...
I built the splashWindow class into the constructor for the main window because
I wanted to hide implementation details of this whole messy business from the
init code in main(). I planned on building in a progress bar, etc, and I don't
want implementation of all the "bells & whistles" (which are NOT important)
cluttering up the initialization code / sequence for the application (which
_IS_ important). I know I can just put my "important" stuff in a separate
function ("important_stuff()"!), but it struck me that there should be a more
clean & eloquent solution, given all the object-oriented magic fltk is based on
- hiding details is the cornerstone.
Anyway - if two separate window classes & required to make the rubber hit the
road, so be it!
Cheers,
Robb.
> > Albrecht Schlosser wrote:
> >
> > Sorry for the double posting of the code, please use the second (appended)
> > version, I changed some minor things and forgot to remove the first version.
>
> I tried the attached code (after cloning another png file to be
> splash-bg3.png) and I still get the noticeable delay that the OP was
> concerned with.
>
> Doubling the delay loop gave a corresponding increase in delay before
> the splash screen _image_ was displayed. I get:
>
> splash win background -- delay -- splash image -- delay -- main win
>
> The sleep/usleep appears to be suspending everything before the image
> has a chance to display. If I made the loop condition a hundred times
> bigger (300) and the sleep/usleep a hundred times smaller (10/10000),
> the image displays quickly.
>
> ===== ===== =====
>
> for (int i=0; i<300; i++ ) {
> Fl::check(); // call this first
> #ifdef WIN32
> Sleep ( 10 );
> #else
> usleep( 10000 );
> #endif
> }
>
> ===== ===== =====
>
> That said, I agree that that the windows should be independent.
>
> --Scott.
>
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