If you have a problem or need to report a bug please email : support@dsprobotics.com
There are 3 sections to this support area:
DOWNLOADS: access to product manuals, support files and drivers
HELP & INFORMATION: tutorials and example files for learning or finding pre-made modules for your projects
USER FORUMS: meet with other users and exchange ideas, you can also get help and assistance here
NEW REGISTRATIONS - please contact us if you wish to register on the forum
Users are reminded of the forum rules they sign up to which prohibits any activity that violates any laws including posting material covered by copyright
One (more) question about draw/redraw
5 posts
• Page 1 of 1
One (more) question about draw/redraw
Hi all guys! I hope you can help me again
I don't understand why I'm not able to call a redrawing of my View clicking on the Trigger button:
this should be pretty easy. Every Trigger click, a new Background color (notice the rand() function). But instead, only time in the "watch" zone change.
I don't understand why I'm not able to call a redrawing of my View clicking on the Trigger button:
this should be pretty easy. Every Trigger click, a new Background color (notice the rand() function). But instead, only time in the "watch" zone change.
- Nowhk
- Posts: 275
- Joined: Mon Oct 27, 2014 6:45 pm
Re: One (more) question about draw/redraw
It does redraw the view. You just need to go to the toplevel to see it. It's better if you have the trigger button one layer higher, so you can observe it better, like here:
"There lies the dog buried" (German saying translated literally)
- tulamide
- Posts: 2714
- Joined: Sat Jun 21, 2014 2:48 pm
- Location: Germany
Re: One (more) question about draw/redraw
tulamide wrote:It does redraw the view. You just need to go to the toplevel to see it. It's better if you have the trigger button one layer higher, so you can observe it better, like here:
I see. Thanks! My problem seems that I can't "prevent" redraw:
- Code: Select all
def init
@doRedraw = false
end
def draw i,v
if(!@doRedraw)
return
end
rc = [0,0,v.width,v.height]
brushBackground = Brush.new Color.new(0,80,rand(256))
v.drawRectangle brushBackground,rc
end
def event i,v
if(i == "trigger_redraw")
@doRedraw = true
redraw 0
@doRedraw = false
end
end
I'd like to "draw" only when I got a trigger (or an array Ruby input, for example) as input, not every time FlowStone invoke a general "redraw". Waste of resources for a controlled Area...
For example here, I'd like to change color every time I click on the Trigger button, not when I click on FlowStone workarea (that will invoke redraw inside Ruby).
- Nowhk
- Posts: 275
- Joined: Mon Oct 27, 2014 6:45 pm
Re: One (more) question about draw/redraw
The draw method is not intended to be used for any programming/claculations/etc. It is just for drawing. The view just needs to be redrawn, when Flowstone demands it, else it would give strange results (for example when moving another view partly over the first one, then move it back. The first one would now be partly non-existent because of the missing redraw.
So, do your calculations in a seperate method, not in the draw method. For example, you could randomize the blue value in the event method (using instance variables), just before calling redraw. The result is the same: Color only changes on trigger, not on internal redraw.
So, do your calculations in a seperate method, not in the draw method. For example, you could randomize the blue value in the event method (using instance variables), just before calling redraw. The result is the same: Color only changes on trigger, not on internal redraw.
"There lies the dog buried" (German saying translated literally)
- tulamide
- Posts: 2714
- Joined: Sat Jun 21, 2014 2:48 pm
- Location: Germany
Re: One (more) question about draw/redraw
tulamide wrote:The draw method is not intended to be used for any programming/claculations/etc. It is just for drawing. The view just needs to be redrawn, when Flowstone demands it, else it would give strange results (for example when moving another view partly over the first one, then move it back. The first one would now be partly non-existent because of the missing redraw.
So, do your calculations in a seperate method, not in the draw method. For example, you could randomize the blue value in the event method (using instance variables), just before calling redraw. The result is the same: Color only changes on trigger, not on internal redraw.
I know, you teach to me this some topics ago. But my trouble is that I need to manage a huge arrays of values, and redraw it every time is so heavy. I thought to these solutions:
1 - prevent draw and draw only when I need (but seems not possible with Ruby/Draw in general);
2 - make a static bitmap once I draw it first time. Than avoid draw and use the generated bitmap instead;
I'm trying the point 2 with some difficults, but I'm almost done. Sooner a topic wih some questions! Thanks
- Nowhk
- Posts: 275
- Joined: Mon Oct 27, 2014 6:45 pm
5 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 56 guests