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);
> >> >       }
> >> >
> >> > }
> >> > >
> >> >
> >
> >
> > >
> >
>
> >
>

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