invGOList = invGOList.Reverse ().ToArray ();
//Debug.WriteLine ("======= Layouting queue start =======");
- lock (Interface.LayoutingQueue) {
while (Interface.LayoutingQueue.Count > 0) {
// Stopwatch lqiProcTime = new Stopwatch ();
// lqiProcTime.Start ();
// updateTime.ElapsedMilliseconds, lqi.ToString());
// }
}
- }
//final redraw clips should be added only when layout is completed among parents,
//that's why it take place in a second pass
#if DEBUG_LAYOUTING
Debug.WriteLine ("RegisterForLayouting => {1}->{0}", layoutType, this.ToString());
#endif
- lock (Interface.LayoutingQueue) {
+
deleteLQI (layoutType);
if ((layoutType & (int)LayoutingType.Width) > 0) {
if (Bounds.Width == 0) //stretch in parent
//for x positionning, sizing of parent and this have to be done
Interface.LayoutingQueue.EnqueueAfterThisAndParentSizing (LayoutingType.Y, this);
}
- }
+
/// <summary> trigger dependant sizing component update </summary>
public virtual void OnLayoutChanges(LayoutingType layoutType)
LastSlots.Height = Slot.Height;
break;
}
- lock (Interface.LayoutingQueue) {
- //if no layouting remains in queue for item, registre for redraw
- if (this.RegisteredLQIs.Count () <= 0 && bmp == null)
- this.RegisterForRedraw ();
- }
+ //if no layouting remains in queue for item, registre for redraw
+ if (this.RegisteredLQIs.Count () <= 0 && bmp == null)
+ this.RegisterForRedraw ();
}
/// <summary> This is the common overridable drawing routine to create new widget </summary>
invGOList = invGOList.Reverse ().ToArray ();
//Debug.WriteLine ("======= Layouting queue start =======");
- lock (Interface.LayoutingQueue) {
+
while (Interface.LayoutingQueue.Count > 0) {
// Stopwatch lqiProcTime = new Stopwatch ();
// lqiProcTime.Start ();
// updateTime.ElapsedMilliseconds, lqi.ToString());
// }
}
- }
+
//Debug.WriteLine ("otd:" + gobjsToRedraw.Count.ToString () + "-");
//final redraw clips should be added only when layout is completed among parents,