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4 commits

Author SHA1 Message Date
Benjamin Deroche
084bfc2cb5
Merge 4d59cdc860 into 81c62c97ee 2024-07-20 01:11:41 -07:00
pjft
81c62c97ee
Merge pull request #880 from o-p-a/help-fullscreen-borderless
help text for option --fullscreen-borderless
2024-07-15 11:00:12 +01:00
opa
75c01f73ab help text for option --fullscreen-borderless 2024-07-12 23:44:54 +09:00
Benjamin Deroche
4d59cdc860 Fix grid hang when scrolling at max scroll speed
Reset all tiles only when we hit max scroll speed
2020-06-30 22:22:05 +02:00
2 changed files with 14 additions and 6 deletions

View file

@ -180,6 +180,7 @@ bool parseArgs(int argc, char* argv[])
"--screensize WIDTH HEIGHT for a canvas smaller than the full resolution,\n"
" or if rotating into portrait mode\n"
"--screenoffset X Y move the canvas by x,y pixels\n"
"--fullscreen-borderless borderless fullscreen window\n"
"--windowed not fullscreen, should be used with --resolution\n"
"\nGame and settings visibility in ES and behaviour of ES:\n"
"--force-disable-filters force the UI to ignore applied filters on\n"

View file

@ -86,6 +86,7 @@ private:
bool mLastRowPartial;
Vector2f mAutoLayout;
float mAutoLayoutZoom;
int mLastScrollTier;
Vector4f mPadding;
Vector2f mMargin;
@ -119,6 +120,7 @@ ImageGridComponent<T>::ImageGridComponent(Window* window) : IList<ImageGridData,
mAutoLayout = Vector2f::Zero();
mAutoLayoutZoom = 1.0;
mLastScrollTier = 0;
mStartPosition = 0;
mEntriesDirty = true;
@ -580,19 +582,24 @@ void ImageGridComponent<T>::updateTiles(bool allowAnimation, bool updateSelected
if (!mTiles.size())
return;
// Stop updating the tiles at highest scroll speed
if (mScrollTier == 3)
{
for (int ti = 0; ti < (int)mTiles.size(); ti++)
// Stop updating the tiles at highest scroll speed
if (mLastScrollTier != 3)
{
std::shared_ptr<GridTileComponent> tile = mTiles.at(ti);
for (int ti = 0; ti < (int) mTiles.size(); ti++)
{
std::shared_ptr<GridTileComponent> tile = mTiles.at(ti);
tile->setSelected(false);
tile->setImage(mDefaultGameTexture);
tile->setVisible(false);
tile->setSelected(false);
tile->setImage(mDefaultGameTexture);
tile->setVisible(false);
}
}
mLastScrollTier = mScrollTier;
return;
}
mLastScrollTier = mScrollTier;
// Temporary store previous textures so they can't be unloaded
std::vector<std::shared_ptr<TextureResource>> previousTextures;