gui: fix wrong logic on update/render/deinit
The older implementation caused some elements to be update/rendered/deinitialized more than once per call. For example, considering the following tree of GUI elements: A B C D E The older implementation would update/render/deinitialize C and E more than once, as shown below: Update A Update B Update C Update D Update E Update C This was because a GUI element was acting on its siblings, but the siblings would also act on theirs, causing the extra calls. OTOH, as an additional improvement, no nested call is now required for siblings.
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@ -155,14 +155,13 @@ void gui_add_child(struct gui_common *const p,
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int gui_update(struct gui_common *const g, const union peripheral *const p,
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const struct camera *const c, struct input *const in)
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{
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if (g->child && gui_update(g->child, p, c, in))
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return -1;
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if (g->cb && g->cb->update && g->cb->update(g, p, c, in))
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if ((g->child && gui_update(g->child, p, c, in))
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|| (g->cb && g->cb->update && g->cb->update(g, p, c, in)))
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return -1;
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for (struct gui_common *s = g->sibling; s; s = s->sibling)
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if (gui_update(s, p, c, in))
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if ((s->child && gui_update(s->child, p, c, in))
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|| (s->cb && s->cb->update && s->cb->update(s, p, c, in)))
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return -1;
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return 0;
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@ -170,14 +169,13 @@ int gui_update(struct gui_common *const g, const union peripheral *const p,
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int gui_render(const struct gui_common *const g)
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{
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if (g->cb && g->cb->render && g->cb->render(g))
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return -1;
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if (g->child && gui_render(g->child))
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if ((g->cb && g->cb->render && g->cb->render(g))
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|| (g->child && gui_render(g->child)))
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return -1;
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for (struct gui_common *s = g->sibling; s; s = s->sibling)
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if (gui_render(s))
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if ((s->cb && s->cb->render && s->cb->render(s))
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|| (s->child && gui_render(s->child)))
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return -1;
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return 0;
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@ -192,5 +190,11 @@ void gui_deinit(struct gui_common *const g, struct input *const in)
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gui_deinit(g->child, in);
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for (struct gui_common *s = g->sibling; s; s = s->sibling)
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gui_deinit(s, in);
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{
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if (s->cb && s->cb->deinit)
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s->cb->deinit(s, in);
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if (s->child)
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gui_deinit(s->child, in);
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}
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}
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