[piccolo2d-dev] Re: invalidatePaint does not cause a repaint unless other events are occurring

2009-11-11 Thread Nigel
Thanks everyone for their help with this. I finally figured out what was going on. I wrote my example to call invalidatePaint from the correct thread (the EDT) for one node and the incorrect thread for the other node. I expected one node to update and the other not to update, however neither

[piccolo2d-dev] Re: invalidatePaint does not cause a repaint unless other events are occurring

2009-11-03 Thread Nigel
I agree, my interpretation is that calling invalidatePaint should result in a repaint sometime soon after. This differs from Piccolos current (wrong?) behaviour whereby calling invalidatePaint does not result in a repaint (unless some other event triggers the repaint). My gut feel is that

[piccolo2d-dev] Re: invalidatePaint does not cause a repaint unless other events are occurring

2009-11-03 Thread Allain Lalonde
Right. This is the default behaviour for repaint() on a Node. it will group all the repaint requests together that occur within a UI Cycle. 2009/11/3 Nigel nigel.tamp...@f2s.com I agree, my interpretation is that calling invalidatePaint should result in a repaint sometime soon after. This

[piccolo2d-dev] Re: invalidatePaint does not cause a repaint unless other events are occurring

2009-11-03 Thread Allain Lalonde
Great :) No need to change anything. 2009/11/3 nls...@googlemail.com The problem seems to be caused by updating the scene graph by a thread other than the Swing event dispatch thread. This is not allowed, a solution is explained in the Piccolo2D Patterns. A consequence of updates by wrong

[piccolo2d-dev] Re: invalidatePaint does not cause a repaint unless other events are occurring

2009-11-02 Thread Allain Lalonde
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

[piccolo2d-dev] Re: invalidatePaint does not cause a repaint unless other events are occurring

2009-11-02 Thread Allain Lalonde
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

[piccolo2d-dev] Re: invalidatePaint does not cause a repaint unless other events are occurring

2009-11-02 Thread Michael Heuer
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