#include "config.h" #include "window.h" #include #include namespace display { Window::SlotTimer Window::m_slot_schedule; Window::SlotWindow Window::m_slot_unschedule; Window::Slot Window::m_slot_adjust; // When constructing the window we set flag_offscreen so that redraw // doesn't get triggered until after a successful Frame::balance call. Window::Window(Canvas* canvas, int flags, extent_type min_width, extent_type min_height, extent_type max_width, extent_type max_height) : m_canvas(canvas), m_flags(flags | flag_offscreen), m_min_width(min_width), m_min_height(min_height), m_max_width(max_width), m_max_height(max_height) { m_task_update.slot() = [this] { redraw(); }; } Window::~Window() { if (is_active()) m_slot_unschedule(this); } void Window::set_active(bool state) { if (state == is_active()) return; if (state) { // Set offscreen so we don't try rendering before Frame::balance // has been called. m_flags |= flag_active | flag_offscreen; mark_dirty(); } else { m_flags &= ~flag_active; m_slot_unschedule(this); } } void Window::resize(int x, int y, int w, int h) { if (x < 0 || y < 0) throw std::logic_error("Window::resize(...) bad x or y position"); if (w <= 0 || h <= 0) throw std::logic_error("Window::resize(...) bad size"); m_canvas->resize(x, y, w, h); } void Window::schedule_update(unsigned int wait_seconds) { if (wait_seconds == 0) { m_slot_schedule(this, torrent::utils::ceil_seconds(torrent::this_thread::cached_time() + 100ms)); return; } m_slot_schedule(this, torrent::utils::ceil_seconds(torrent::this_thread::cached_time() + 1s*wait_seconds)); } }