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ui/app: rename DrawEvent to UpdateEvent and Window.Draw to Window.Update
Window.Draw is not the right name for a method that does more than just drawing. Rename to Update instead, and rename the DrawEvent accordingly for symmetry. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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+4
-4
@@ -59,7 +59,7 @@ type driverEvent struct {
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// of a Window.
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var _ interface {
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// setAnimating sets the animation flag. When the window is animating,
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// DrawEvents are delivered as fast as the display can handle them.
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// UpdateEvents are delivered as fast as the display can handle them.
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setAnimating(anim bool)
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// showTextInput updates the virtual keyboard state.
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showTextInput(show bool)
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@@ -104,7 +104,7 @@ func (w *Window) Queue() *Queue {
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return &w.queue
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}
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func (w *Window) Draw(frame *ui.Ops) {
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func (w *Window) Update(frame *ui.Ops) {
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w.frames <- frame
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}
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@@ -138,7 +138,7 @@ func (w *Window) draw(size image.Point, frame *ui.Ops) {
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w.updateAnimation()
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}
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// Invalidate the current window such that a DrawEvent will be generated
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// Invalidate the current window such that a UpdateEvent will be generated
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// immediately. If the window is not active, the redraw will trigger
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// when the window becomes active.
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func (w *Window) Invalidate() {
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@@ -237,7 +237,7 @@ func (w *Window) run(opts *WindowOptions) {
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w.updateAnimation()
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w.out <- e
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w.waitAck()
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case DrawEvent:
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case UpdateEvent:
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if e2.Size == (image.Point{}) {
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panic(errors.New("internal error: zero-sized Draw"))
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}
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