render_idle_func_id=0;
}
+bool
+WorkArea::get_updating()const
+{
+ return App::single_threaded && async_renderer && async_renderer->updating;
+}
+
+void
+WorkArea::stop_updating(bool cancel)
+{
+ async_renderer->stop();
+ if (cancel) canceled_=true;
+}
+
void
WorkArea::save_meta_data()
{
WorkArea::set_focus_point(const synfig::Point &point)
{
// These next three lines try to ensure that we place the
- // focus on a pixel boundry
+ // focus on a pixel boundary
/*Point adjusted(point[0]/abs(get_pw()),point[1]/abs(get_ph()));
adjusted[0]=(abs(adjusted[0]-floor(adjusted[0]))<0.5)?floor(adjusted[0])*abs(get_pw()):ceil(adjusted[0])*abs(get_ph());
adjusted[1]=(abs(adjusted[1]-floor(adjusted[1]))<0.5)?floor(adjusted[1])*abs(get_ph()):ceil(adjusted[1])*abs(get_ph());
modifier=Gdk::ModifierType(event->button.state);
}
- // Make sure we recognise the device
+ // Make sure we recognize the device
if(curr_input_device)
{
if(curr_input_device!=device)
// GDK mouse scrolling events
else if(event->any.type==GDK_SCROLL)
{
- // GDK information needed to properly interprete mouse
+ // GDK information needed to properly interpret mouse
// scrolling events are: scroll.state, scroll.x/scroll.y, and
// scroll.direction. The value of scroll.direction will be
// obtained later.
signal_cursor_moved_();
- // Guide/Duck hilights on hover
+ // Guide/Duck highlights on hover
if(dragging==DRAG_NONE)
{
GuideList::iterator iter;
bool
studio::WorkArea::async_update_preview()
{
-#ifdef SINGLE_THREADED
- if (async_renderer && async_renderer->updating == true)
+ if (get_updating())
{
- async_renderer->stop();
+ stop_updating();
+ queue_render_preview();
return false;
}
-#endif // SINGLE_THREADED
async_renderer=0;
drawing_area->get_window()->set_cursor(Gdk::Cursor(x));
}
-#include "iconcontroler.h"
+#include "iconcontroller.h"
void
studio::WorkArea::refresh_cursor()
{
-// set_cursor(IconControler::get_tool_cursor(canvas_view->get_smach().get_state_name(),drawing_area->get_window()));
+// set_cursor(IconController::get_tool_cursor(canvas_view->get_smach().get_state_name(),drawing_area->get_window()));
}
void