Re: how to implement delayed calculation of node/shape

2018-08-27 Thread Zsolt Kúti
>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

Re: how to implement delayed calculation of node/shape

2018-08-27 Thread Tom Schindl
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

Re: how to implement delayed calculation of node/shape

2018-08-27 Thread Zsolt Kúti
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

Re: how to implement delayed calculation of node/shape

2018-08-26 Thread Michael Paus
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

how to implement delayed calculation of node/shape

2018-08-26 Thread Zsolt Kúti
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