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tag animations as ready to go once processed once, not while rendered…

… once. fixes #13912
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1 parent 60b0ee0 commit 1278e0799f7924c78987a24560da6440c06d1ed4 Jonathan Marshall committed Jan 8, 2013
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2 xbmc/dialogs/GUIDialogProgress.cpp
@@ -88,7 +88,7 @@ void CGUIDialogProgress::StartModal()
// we must be running from fullscreen video or similar where the
// calling thread handles rendering (ie not main app thread) but
// is waiting on this routine before rendering begins
- if (!m_hasRendered)
+ if (!HasProcessed())
break;
}
}
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4 xbmc/guilib/GUIControl.h
@@ -82,7 +82,7 @@ class CGUIControl
virtual void DoRender();
virtual void Render();
- bool HasRendered() const { return m_hasRendered; };
+ bool HasProcessed() const { return m_hasProcessed; };
// OnAction() is called by our window when we are the focused control.
// We should process any control-specific actions in the derived classes,
@@ -341,7 +341,7 @@ class CGUIControl
bool m_visibleFromSkinCondition;
bool m_forceHidden; // set from the code when a hidden operation is given - overrides m_visible
CGUIInfoBool m_allowHiddenFocus;
- bool m_hasRendered;
+ bool m_hasProcessed;
// enable/disable state
unsigned int m_enableCondition;
bool m_enabled;
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2 xbmc/guilib/GUIDialog.cpp
@@ -233,7 +233,7 @@ void CGUIDialog::FrameMove()
{ // check if our timer is running
if (!m_showStartTime)
{
- if (HasRendered()) // start timer
+ if (HasProcessed()) // start timer
m_showStartTime = CTimeUtils::GetFrameTime();
}
else
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4 xbmc/guilib/GUIImage.cpp
@@ -68,7 +68,7 @@ void CGUIImage::UpdateInfo(const CGUIListItem *item)
return; // nothing to do
// don't allow image to change while animating out
- if (HasRendered() && IsAnimating(ANIM_TYPE_HIDDEN) && !IsVisibleFromSkin())
+ if (HasProcessed() && IsAnimating(ANIM_TYPE_HIDDEN) && !IsVisibleFromSkin())
return;
if (item)
@@ -253,7 +253,7 @@ void CGUIImage::FreeResourcesButNotAnims()
{
FreeTextures();
m_bAllocated=false;
- m_hasRendered = false;
+ m_hasProcessed = false;
}
void CGUIImage::DynamicResourceAlloc(bool bOnOff)
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4 xbmc/guilib/GUIWindow.cpp
@@ -494,7 +494,7 @@ void CGUIWindow::OnInitWindow()
g_audioManager.PlayWindowSound(GetID(), SOUND_INIT);
// set our rendered state
- m_hasRendered = false;
+ m_hasProcessed = false;
m_closing = false;
m_active = true;
ResetAnimations(); // we need to reset our animations as those windows that don't dynamically allocate
@@ -820,7 +820,7 @@ bool CGUIWindow::CheckAnimation(ANIMATION_TYPE animType)
// special cases first
if (animType == ANIM_TYPE_WINDOW_CLOSE)
{
- if (!m_bAllocated || !m_hasRendered) // can't render an animation if we aren't allocated or haven't rendered
+ if (!m_bAllocated || !HasProcessed()) // can't process an animation if we aren't allocated or haven't processed
return false;
// make sure we update our visibility prior to queuing the window close anim
for (unsigned int i = 0; i < m_children.size(); i++)
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4 xbmc/pictures/GUIWindowSlideShow.cpp
@@ -389,8 +389,8 @@ void CGUIWindowSlideShow::Process(unsigned int currentTime, CDirtyRegionList &re
int iSlides = m_slides->Size();
if (!iSlides) return ;
- // if we haven't rendered yet, we should mark the whole screen
- if (!m_hasRendered)
+ // if we haven't processed yet, we should mark the whole screen
+ if (!HasProcessed())
regions.push_back(CRect(0.0f, 0.0f, (float)g_graphicsContext.GetWidth(), (float)g_graphicsContext.GetHeight()));
if (m_iNextSlide < 0 || m_iNextSlide >= m_slides->Size())

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