ui/app: rename StageVisible and StageInvisible

StageRunning and StagePaused better reflect their use.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2019-05-12 14:59:07 +02:00
parent 4441a3e13e
commit e2a1f07b84
8 changed files with 30 additions and 30 deletions
+5 -5
View File
@@ -62,7 +62,7 @@ func newWindow(nw *window) *Window {
w := &Window{
driver: nw,
events: make(chan Event),
stage: StageInvisible,
stage: StagePaused,
}
return w
}
@@ -103,7 +103,7 @@ func (w *Window) Draw(root *ui.Ops) {
w.hasNextFrame = false
w.syncGPU = false
w.mu.Unlock()
if stage < StageVisible {
if stage < StageRunning {
return
}
if w.gpu != nil {
@@ -176,7 +176,7 @@ func (w *Window) updateAnimation() {
w.mu.Lock()
defer w.mu.Unlock()
animate := false
if w.stage >= StageVisible && w.hasNextFrame {
if w.stage >= StageRunning && w.hasNextFrame {
if dt := time.Until(w.nextFrame); dt <= 0 {
animate = true
} else {
@@ -244,7 +244,7 @@ func (w *Window) event(e Event) {
if e.Size == (image.Point{}) {
panic(errors.New("internal error: zero-sized Draw"))
}
if w.stage < StageVisible {
if w.stage < StageRunning {
// No drawing if not visible.
break
}
@@ -270,7 +270,7 @@ func (w *Window) event(e Event) {
w.syncGPU = false
w.mu.Unlock()
switch {
case stage < StageVisible:
case stage < StageRunning:
w.gpu.Release()
w.gpu = nil
case sync: