renderers placed in `_rendererPool` in `VirtualLayout` are not aware of `Toolkit.pixelsPerRem` change
To scale an application I'd prefer to use Toolkit.pixelsPerRem instead of scaleX and scaleY for some reasons. When Toolkit.pixelsPerRem value is changed, renderers placed in _rendererPool in VirtualLayout are not aware of that change, so when they back on stage they are displayed incorrectly.
From my point of view, suggested solution would be adding instance.invalidateComponent(InvalidationFlags.ALL, true); call to VirtualLayout.getRenderer:
private function getRenderer(cls:Class<ItemRenderer>, index:Int):ItemRenderer {
var instance:ItemRenderer = null;
var comp:IVirtualContainer = cast(_component, IVirtualContainer);
if (comp.virtual == true) {
for (i in 0..._rendererPool.length) {
var renderer = _rendererPool[i];
if (isOfType(renderer, cls)) {
_rendererPool.splice(i, 1);
instance = renderer;
instance.invalidateComponent(InvalidationFlags.ALL, true);
break;
}
}
}
......
......
......
Is there any chance of a test / repro? Id like to understand exactly whats going on.
Cheers, Ian
Repro is hard to provide at the moment. See screenshot
what does your renderer look like? I'll try and reproduce this end.
Cheers, Ian
what does your renderer look like? I'll try and reproduce this end.
Cheers, Ian
<?xml version="1.0" encoding="utf-8" ?>
<CustomListItemRenderer styleName="lobbyTableListRow" layoutName="horizontal" width="100%" padding="0">
<box id="col1" verticalAlign="center">
<TablesListRowPlayersView id="players" width="100%" />
</box>
<box styleName="divider" height="100%" />
<box id="col2" verticalAlign="center">
<label id="stake" width="100%" horizontalAlign="center" textAlign="center" />
</box>
<box styleName="divider" height="100%" />
<box id="col3" verticalAlign="center">
<TablesListRowGameSpeedView id="gameSpeed" width="100%" />
</box>
<box styleName="divider" height="100%" />
<box id="col4" verticalAlign="center" width="100%">
<label id="tableNumber" width="100%" horizontalAlign="center" textAlign="center" />
</box>
<box id="extraCol" />
</CustomListItemRenderer>
class CustomListItemRenderer extends ItemRenderer {
public var isInactive:Bool = false;
public function new() {
super();
autoRegisterInteractiveEvents = false;
addEventListener(openfl.events.MouseEvent.RELEASE_OUTSIDE, _onItemMouseReleasedOutside);
}
override private function _onItemMouseOver(e:MouseEvent) {
if (!e.touchEvent && !isInactive && !hasClass(":hover")) {
addClass(":hover");
}
}
private var mouseDownTimestamp:Float = 0;
override private function _onItemMouseDown(e:MouseEvent) {
mouseDownTimestamp = Timer.stamp();
if (!isInactive && !hasClass(":down")) {
addClass(":down");
}
}
override private function _onItemMouseOut(e:MouseEvent) {
removeClasses([":down", ":hover", ":click"]);
}
override private function _onItemMouseUp(e:MouseEvent) {
if (e.touchEvent) {
var clickEventStamp = Timer.stamp();
if (clickEventStamp - mouseDownTimestamp > 400.millis().toSeconds()) {
// long touches are being filtered
removeClasses([":down", ":hover", ":click"]);
e.cancel();
return;
}
}
if (isInactive) {
removeClasses([":down", ":hover", ":click"]);
e.cancel();
return;
}
removeClasses([":down", ":hover"], false);
addClass(":click");
Timer.delay(() -> removeClass(":click"), 160.millis());
super.onItemClick(e);
}
private function _onItemMouseReleasedOutside(e:Dynamic) {
removeClasses([":down", ":hover", ":click"]);
}
override private function validateComponentData() {
onDataChanged(_data);
}
override private function onPointerEventsMouseOver(e:MouseEvent) {}
override private function onPointerEventsMouseDown(e:MouseEvent) {}
override private function onPointerEventsMouseOut(e:MouseEvent) {}
override private function onPointerEventsMouseUp(e:MouseEvent) {}
}
what does your renderer look like? I'll try and reproduce this end.
Cheers, Ian
Well, that's pretty logical. Renderers that have been removed from the stage and are in the pool are not invalidated by stage events. Therefore, it is necessary to validate them when they return to the stage. On the other hand, I don't understand why they don't get validated "automatically" (I mean on another layer of abstraction, like in "Component") when they are returned to the stage via addComponent.
So, ive had a little look, and i think you are right, i think that when a component is added to another component that child should probably be invalidating itself... i think what happens is the "isReady" flag is true on the child (which is correct) which means it skips a bunch of invalidation stuff. That should probably always invalidate the child.
Ive actually noticed something else while playing with this: http://haxeui.org/builder/?32b1ae05
You'll notice that when you hit "Set 1", nothing at all happens, but i would expect that the square doubles in size. So Ill take a look at that... to the original issue, if you change these lines:
https://github.com/haxeui/haxeui-core/blob/master/haxe/ui/core/Component.hx#L400-L402
to:
if (_componentReady) {
if (!child.isReady) {
child.ready();
} else {
child.invalidateComponent();
}
}
Does it fix that issue?
Cheers, Ian
PS: whats the app, it looks interesting :)