>From Scene doc: "The scene graph detects dynamic node changes which affect
layout (such as a change in size or content) and calls requestLayout(),
which marks that branch as needing layout so that on the next pulse, a
top-down layout pass is executed on that branch by invoking layout() on
that
Why not do the necessary stuff on the next layout-pass?
Tom
On 27.08.18 09:48, Zsolt Kúti wrote:
> Thank you for the idea, I'll explore it.
>
> On Sun, Aug 26, 2018 at 5:16 PM Michael Paus wrote:
>
>> One possible solution for this would be to use an AnimationTimer.
>> Maintain a dirty state
Thank you for the idea, I'll explore it.
On Sun, Aug 26, 2018 at 5:16 PM Michael Paus wrote:
> One possible solution for this would be to use an AnimationTimer.
> Maintain a dirty state somewhere and check that when the AnimationTimer
> gets called for the next pulse.
>
> Am 26.08.18 um 16:59
One possible solution for this would be to use an AnimationTimer.
Maintain a dirty state somewhere and check that when the AnimationTimer
gets called for the next pulse.
Am 26.08.18 um 16:59 schrieb Zsolt Kúti:
Hi,
Some of my classes extend Path or Group and constructed by non-trivial
Hi,
Some of my classes extend Path or Group and constructed by non-trivial
algorithms that may use many properties, either standard (like strokeWidth)
or non-standard ones. Setting a property calculates a new state at present.
When several properties are set it means a lot of unnecessary