destruk
14 years agoStreaming Star
How can your app know when the screen is done drawing?
With roImageCanvas, I have canvas.SetRequireAllImagesToDraw(TRUE) before I call show(), and yet sometimes the screen is displayed with partial images that are populated after it is displayed.
Sub DrawTopLevelScreen()
port=CreateObject("roMessagePort")
canvas=CreateObject("roImageCanvas")
canvas.SetMessagePort(port)
canvas.SetLayer(0, { Color: "#000000" }) 'opaque background
canvas.SetRequireAllImagesToDraw(TRUE)
DrawSelectionScreen(canvas)
canvas.Show()
End Sub
The DrawSelectionScreen(canvas) routine simply sets up the graphics arrays to populate the roImageCanvas screen. It was my understanding that the screen wouldn't be seen by the end user until all the graphics were done drawing?
Sub DrawTopLevelScreen()
port=CreateObject("roMessagePort")
canvas=CreateObject("roImageCanvas")
canvas.SetMessagePort(port)
canvas.SetLayer(0, { Color: "#000000" }) 'opaque background
canvas.SetRequireAllImagesToDraw(TRUE)
DrawSelectionScreen(canvas)
canvas.Show()
End Sub
The DrawSelectionScreen(canvas) routine simply sets up the graphics arrays to populate the roImageCanvas screen. It was my understanding that the screen wouldn't be seen by the end user until all the graphics were done drawing?