Maybe, but there's an invalidateLayout that's equivalent then. Calling repaint doesn't actually force a repaint immediately and may be called many times between UI cycles. I just marks areas on the canvas as needing repainting.
2009/11/3 Michael Heuer <[email protected]> > > I think this is supposed to be analogous to the AWT > Component.invalidate() method > > > http://java.sun.com/javase/6/docs/api/java/awt/Container.html#invalidate%28%29 > > A client might call invalidatePaint() a lot of times before an actual > repaint happens. > > michael > > Allain Lalonde wrote: > > > It would seem that indeed, this behavior is intended, though I can't see > > why? > > invalidatePaint() is used to flag nodes as needing a repaint, but the > method > > that is primarily responsible for making use of that flag is > > validateFullPaint() which is only gets called from PRoot.processInputs(). > > > > It seems that calling repaint does the same thing, but is correctly > handled > > by Swing since it you follow the execution path ultimately, it ends up > > callingin 'component.repaint(...);'. > > > > Can someone shed some light on why this is the way it's written? > > > > It would seem to me that a call to repaint() is needed at the end of > > invalidatePaint() so that the need for repainting bubbles up to the > > underlying Component. > > > > > > 2009/11/2 Allain Lalonde <[email protected]> > >> > >> Good eye, invalidate paint just flags the node as needing to be > >> repainted. This gets picked up on the next ui cycle. I don't believe > >> that it will automatically bubble up the stack, though i will need to > >> re-read the code to confirm this. I will examine your code when i get > >> home to see if i can repelicate your issue. > >> > >> Thank you for bringing this up. > >> > >> On 02/11/2009, Nigel <[email protected]> wrote: > >> > > >> > > >> > The comment in PNode.java reads > >> > > >> > // When you do create you own nodes the only method that you will > >> > // normally need to call is invalidatePaint. This method marks the > >> > // nodes as having invalid paint, the root node's UI cycle will > >> > then > >> > // later discover this damage and report it to the Java repaint > >> > manager. > >> > > >> > > >> > However, I find that after calling invalidatepaint() the repaint > >> > manager does not discover the damage unless other events are occurring > >> > (such as moving the mouse around). > >> > > >> > I was expecting that calling invalidatePaint would result in the node > >> > being repainted some time later - am I doing something wrong or is > >> > Piccolo? > >> > > >> > > >> > Here is a contrived example (ClockNode.java) - It displays 4 custom > >> > nodes, each showing a clock's second hand. The top 2 clocks are > >> > updated from within the event dispatch thread, the lower 2 clocks are > >> > updated from another thread. The 2 clocks on the left are redrawn via > >> > a call to repaint and the 2 on the right via a call to > >> > invalidatePaint. > >> > > >> > if you run it you'll see the clock on the right (calling > >> > invalidatePaint) are only redrawn if you are moving your mouse over > >> > the window. > >> > > >> > ClockNode.java > >> > > >> > import java.awt.*; > >> > import java.awt.geom.*; > >> > import edu.umd.cs.piccolo.*; > >> > import edu.umd.cs.piccolo.util.*; > >> > > >> > import edu.umd.cs.piccolox.PFrame; > >> > > >> > public class ClockNode extends PNode { > >> > > >> > private GeneralPath secondHand; > >> > private int tseconds; // 10ths of seconds > >> > > >> > public void tick() { > >> > tseconds++; > >> > if ( tseconds >= 600 ) { tseconds = 0; } > >> > // inform Piccolo that the node needs to be redrawn > >> > if ( useRepaint ) { > >> > repaint(); > >> > } else { > >> > invalidatePaint(); > >> > } > >> > } > >> > > >> > private boolean useRepaint; > >> > public ClockNode(boolean useRepaint) { > >> > this.useRepaint = useRepaint; > >> > // create the needle shape > >> > secondHand = new GeneralPath(GeneralPath.WIND_EVEN_ODD); > >> > secondHand.moveTo(-0.1,0); > >> > secondHand.lineTo(0,1); > >> > secondHand.lineTo(0.1,0); > >> > secondHand.closePath(); > >> > } > >> > > >> > public void paint(PPaintContext aPaintContext) { > >> > Graphics2D g2 = > >> > (Graphics2D)aPaintContext.getGraphics().create(); // > >> > create - as we mess with the transform > >> > g2.setPaint(Color.BLACK); > >> > //draw the face > >> > g2.draw( new Ellipse2D.Double( getX(), getY(), > getWidth(), > >> > getHeight > >> > () )); > >> > //draw the second hand > >> > g2.translate(getX()+getWidth()/2,getY()+getHeight()/2); > // > >> > translate > >> > hand so 0,0 is centre of bounds > >> > g2.scale(getWidth()/2,getHeight()/2); // scale the > needle > >> > g2.rotate ( Math.toRadians((tseconds*6)/10f+180) ); > >> > g2.fill(secondHand); > >> > } > >> > > >> > public static void main(String args[]) { > >> > // top left clock - uses repaint > >> > final ClockNode clockNode1 = new ClockNode(true); > >> > clockNode1.setBounds(0,0,200,200); > >> > // top right clock - uses invalidatePaint > >> > final ClockNode clockNode2 = new ClockNode(false); > >> > clockNode2.setBounds(210,0,200,200); > >> > // lower left clock - uses repaint > >> > final ClockNode clockNode3 = new ClockNode(true); > >> > clockNode3.setBounds(0,210,200,200); > >> > // lower right clock - uses invalidatePaint > >> > final ClockNode clockNode4 = new ClockNode(false); > >> > clockNode4.setBounds(210,210,200,200); > >> > > >> > PFrame pFrame = new PFrame() { > >> > public void initialize() { > >> > > >> > getCanvas().getLayer().addChild(clockNode1); > >> > > >> > getCanvas().getLayer().addChild(clockNode2); > >> > > >> > getCanvas().getLayer().addChild(clockNode3); > >> > > >> > getCanvas().getLayer().addChild(clockNode4); > >> > setSize(500,500); > >> > } > >> > }; > >> > > >> > // tick clocks 1 and 2 in the event dispatch thread > >> > new javax.swing.Timer(100, new > >> > java.awt.event.ActionListener() { > >> > public void > actionPerformed > >> > (java.awt.event.ActionEvent evt) { > >> > clockNode1.tick(); > >> > clockNode2.tick(); > >> > } > >> > }).start(); > >> > > >> > // tick clocks 3 and 4 in the timer thread > >> > java.util.Timer timer = new java.util.Timer(true); > >> > timer.schedule( new java.util.TimerTask() { > >> > public void run() { > >> > clockNode3.tick(); > >> > clockNode4.tick(); > >> > } > >> > },0,100); > >> > } > >> > > >> > } > >> > > > >> > > > > > > > > > > > > > > --~--~---------~--~----~------------~-------~--~----~ Piccolo2D Developers Group: http://groups.google.com/group/piccolo2d-dev?hl=en -~----------~----~----~----~------~----~------~--~---
