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Desktop: Only rerender the UI if it has changed (#3688)
* Only rerender ui if it has changed * Don't immedeatly request new frame at the end of the event loop * Request redraw after ui update * Always request redraw after timeout * Fix setting control flow in all cases * Remove comment --------- Co-authored-by: Timon <me@timon.zip>
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+15
-7
@@ -6,7 +6,7 @@ use std::thread;
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use std::time::{Duration, Instant};
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use winit::application::ApplicationHandler;
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use winit::dpi::{PhysicalPosition, PhysicalSize};
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use winit::event::{ButtonSource, ElementState, MouseButton, WindowEvent};
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use winit::event::{ButtonSource, ElementState, MouseButton, StartCause, WindowEvent};
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use winit::event_loop::{ActiveEventLoop, ControlFlow, EventLoop};
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use winit::window::WindowId;
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@@ -260,6 +260,9 @@ impl App {
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if let Some(render_state) = &mut self.render_state {
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render_state.set_overlays_scene(scene);
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}
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if let Some(window) = &self.window {
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window.request_redraw();
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}
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}
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DesktopFrontendMessage::PersistenceWriteDocument { id, document } => {
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self.persistent_data.write_document(id, document);
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@@ -632,10 +635,17 @@ impl ApplicationHandler for App {
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}
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}
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fn new_events(&mut self, event_loop: &dyn ActiveEventLoop, cause: winit::event::StartCause) {
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if let StartCause::ResumeTimeReached { .. } = cause
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&& let Some(window) = &self.window
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{
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window.request_redraw();
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}
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}
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fn about_to_wait(&mut self, event_loop: &dyn ActiveEventLoop) {
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// Set a timeout in case we miss any cef schedule requests
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let timeout = Instant::now() + Duration::from_millis(10);
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let wait_until = timeout.min(self.cef_schedule.unwrap_or(timeout));
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let mut wait_until = Instant::now() + Duration::from_millis(10);
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if let Some(schedule) = self.cef_schedule
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&& schedule < Instant::now()
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{
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@@ -644,11 +654,9 @@ impl ApplicationHandler for App {
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for _ in 0..CEF_MESSAGE_LOOP_MAX_ITERATIONS {
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self.cef_context.work();
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}
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} else if let Some(cef_schedule) = self.cef_schedule {
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wait_until = wait_until.min(cef_schedule);
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}
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if let Some(window) = &self.window.as_ref() {
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window.request_redraw();
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}
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event_loop.set_control_flow(ControlFlow::WaitUntil(wait_until));
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}
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}
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