Flash 如何安全地触发stage.invalidate()?
我有一个视觉组件,它应该在更新后重新绘制,而不是在屏幕刷新之前立即绘制。我成功地使用了Flash 如何安全地触发stage.invalidate()?,flash,actionscript-3,Flash,Actionscript 3,我有一个视觉组件,它应该在更新后重新绘制,而不是在屏幕刷新之前立即绘制。我成功地使用了事件。渲染 我遇到了一个问题,即如果我的组件是从另一个组件的渲染处理程序中更新的,Flash会忽略必要的stage.invalidate()命令 下面是有趣的代码主类: public class StageInvalidateTest extends Sprite { private var _c : Component; public function StageInvalidateTest
事件。渲染
我遇到了一个问题,即如果我的组件是从另一个组件的渲染处理程序中更新的,Flash会忽略必要的stage.invalidate()
命令
下面是有趣的代码主类:
public class StageInvalidateTest extends Sprite {
private var _c : Component;
public function StageInvalidateTest() {
stage.frameRate = 1;
setTimeout(start, 1000);
}
private function start() : void {
trace ("START", getTimer());
_c = new Component("C");
addChild(_c);
var c2 : Component = new Component("C2");
addChild(c2);
c2.update();
addEventListener(Event.RENDER, renderMain);
stage.invalidate();
}
private function renderMain(event : Event) : void {
trace ("RENDER main", getTimer());
removeEventListener(Event.RENDER, renderMain);
_c.update();
}
}
public class Component extends Sprite {
private var _name : String;
public function Component(name : String) {
_name = name;
}
public function update() : void {
trace ("UPDATE component", _name, getTimer());
addEventListener(Event.RENDER, renderComponent);
stage.invalidate();
}
private function renderComponent(event : Event) : void {
trace ("RENDER component", _name, getTimer());
removeEventListener(Event.RENDER, renderComponent);
}
}
public class Component2 extends Sprite {
private var _name : String;
private var _timer : Timer;
public function Component2(name : String) {
_name = name;
_timer = new Timer(0);
_timer.addEventListener(TimerEvent.TIMER, handleTimer);
}
public function update() : void {
trace ("UPDATE component", _name, getTimer());
addEventListener(Event.RENDER, renderComponent);
_timer.start();
stage.invalidate();
}
private function handleTimer(event : TimerEvent) : void {
trace ("--- --- TIMER", _name, _timer.currentCount, getTimer());
_timer.stop();
event.updateAfterEvent();
stage.invalidate();
}
private function renderComponent(event : Event) : void {
trace ("RENDER component", _name, getTimer());
_timer.stop();
removeEventListener(Event.RENDER, renderComponent);
}
}
public class Component3 extends Sprite {
private var _name : String;
public function Component3(name : String) {
_name = name;
}
public function update() : void {
trace ("UPDATE component", _name, getTimer());
addEventListener(Event.RENDER, renderComponent);
addEventListener(Event.ENTER_FRAME, enterFrame);
stage.invalidate();
}
private function enterFrame(event : Event) : void {
trace ("--- --- ENTER_FRAME", _name, getTimer());
renderComponent(event);
}
private function renderComponent(event : Event) : void {
trace ("RENDER component", _name, getTimer());
removeEventListener(Event.RENDER, renderComponent);
removeEventListener(Event.ENTER_FRAME, enterFrame);
}
}
组件:
public class StageInvalidateTest extends Sprite {
private var _c : Component;
public function StageInvalidateTest() {
stage.frameRate = 1;
setTimeout(start, 1000);
}
private function start() : void {
trace ("START", getTimer());
_c = new Component("C");
addChild(_c);
var c2 : Component = new Component("C2");
addChild(c2);
c2.update();
addEventListener(Event.RENDER, renderMain);
stage.invalidate();
}
private function renderMain(event : Event) : void {
trace ("RENDER main", getTimer());
removeEventListener(Event.RENDER, renderMain);
_c.update();
}
}
public class Component extends Sprite {
private var _name : String;
public function Component(name : String) {
_name = name;
}
public function update() : void {
trace ("UPDATE component", _name, getTimer());
addEventListener(Event.RENDER, renderComponent);
stage.invalidate();
}
private function renderComponent(event : Event) : void {
trace ("RENDER component", _name, getTimer());
removeEventListener(Event.RENDER, renderComponent);
}
}
public class Component2 extends Sprite {
private var _name : String;
private var _timer : Timer;
public function Component2(name : String) {
_name = name;
_timer = new Timer(0);
_timer.addEventListener(TimerEvent.TIMER, handleTimer);
}
public function update() : void {
trace ("UPDATE component", _name, getTimer());
addEventListener(Event.RENDER, renderComponent);
_timer.start();
stage.invalidate();
}
private function handleTimer(event : TimerEvent) : void {
trace ("--- --- TIMER", _name, _timer.currentCount, getTimer());
_timer.stop();
event.updateAfterEvent();
stage.invalidate();
}
private function renderComponent(event : Event) : void {
trace ("RENDER component", _name, getTimer());
_timer.stop();
removeEventListener(Event.RENDER, renderComponent);
}
}
public class Component3 extends Sprite {
private var _name : String;
public function Component3(name : String) {
_name = name;
}
public function update() : void {
trace ("UPDATE component", _name, getTimer());
addEventListener(Event.RENDER, renderComponent);
addEventListener(Event.ENTER_FRAME, enterFrame);
stage.invalidate();
}
private function enterFrame(event : Event) : void {
trace ("--- --- ENTER_FRAME", _name, getTimer());
renderComponent(event);
}
private function renderComponent(event : Event) : void {
trace ("RENDER component", _name, getTimer());
removeEventListener(Event.RENDER, renderComponent);
removeEventListener(Event.ENTER_FRAME, enterFrame);
}
}
以下是有趣的输出:
START 1994
UPDATE component C2 1995
RENDER component C2 1996
RENDER main 1996
UPDATE component C 1997
组件C
从不渲染
问题是:
让我的组件使用渲染事件的安全方法是什么?
我有两个快速的想法:
1) 使用一个额外的计时器调用stage.invalidate()
,延迟0
(零)。计时器在第一次调用其事件处理程序时停止。渲染在更新之后立即进行组件:
public class StageInvalidateTest extends Sprite {
private var _c : Component;
public function StageInvalidateTest() {
stage.frameRate = 1;
setTimeout(start, 1000);
}
private function start() : void {
trace ("START", getTimer());
_c = new Component("C");
addChild(_c);
var c2 : Component = new Component("C2");
addChild(c2);
c2.update();
addEventListener(Event.RENDER, renderMain);
stage.invalidate();
}
private function renderMain(event : Event) : void {
trace ("RENDER main", getTimer());
removeEventListener(Event.RENDER, renderMain);
_c.update();
}
}
public class Component extends Sprite {
private var _name : String;
public function Component(name : String) {
_name = name;
}
public function update() : void {
trace ("UPDATE component", _name, getTimer());
addEventListener(Event.RENDER, renderComponent);
stage.invalidate();
}
private function renderComponent(event : Event) : void {
trace ("RENDER component", _name, getTimer());
removeEventListener(Event.RENDER, renderComponent);
}
}
public class Component2 extends Sprite {
private var _name : String;
private var _timer : Timer;
public function Component2(name : String) {
_name = name;
_timer = new Timer(0);
_timer.addEventListener(TimerEvent.TIMER, handleTimer);
}
public function update() : void {
trace ("UPDATE component", _name, getTimer());
addEventListener(Event.RENDER, renderComponent);
_timer.start();
stage.invalidate();
}
private function handleTimer(event : TimerEvent) : void {
trace ("--- --- TIMER", _name, _timer.currentCount, getTimer());
_timer.stop();
event.updateAfterEvent();
stage.invalidate();
}
private function renderComponent(event : Event) : void {
trace ("RENDER component", _name, getTimer());
_timer.stop();
removeEventListener(Event.RENDER, renderComponent);
}
}
public class Component3 extends Sprite {
private var _name : String;
public function Component3(name : String) {
_name = name;
}
public function update() : void {
trace ("UPDATE component", _name, getTimer());
addEventListener(Event.RENDER, renderComponent);
addEventListener(Event.ENTER_FRAME, enterFrame);
stage.invalidate();
}
private function enterFrame(event : Event) : void {
trace ("--- --- ENTER_FRAME", _name, getTimer());
renderComponent(event);
}
private function renderComponent(event : Event) : void {
trace ("RENDER component", _name, getTimer());
removeEventListener(Event.RENDER, renderComponent);
removeEventListener(Event.ENTER_FRAME, enterFrame);
}
}
输出:
START 2005
UPDATE component C2 2006
RENDER component C2 2007
RENDER main 2007
UPDATE component C 2008
--- --- TIMER C 1 2021
RENDER component C 2022
看起来很漂亮,这就是我想要的。嵌套渲染及时。但我从未见过有人使用这种方法。相反,他们坚持进入帧。使用这样的计时器是否有考虑因素或副作用?计时器事件处理程序是否能够在任何情况下触发stage.invalidate
,或者是否存在预期的副作用
2) 使用输入帧事件而不是计时器。缺点:帧速率可能较低,渲染可能会延迟
组件:
public class StageInvalidateTest extends Sprite {
private var _c : Component;
public function StageInvalidateTest() {
stage.frameRate = 1;
setTimeout(start, 1000);
}
private function start() : void {
trace ("START", getTimer());
_c = new Component("C");
addChild(_c);
var c2 : Component = new Component("C2");
addChild(c2);
c2.update();
addEventListener(Event.RENDER, renderMain);
stage.invalidate();
}
private function renderMain(event : Event) : void {
trace ("RENDER main", getTimer());
removeEventListener(Event.RENDER, renderMain);
_c.update();
}
}
public class Component extends Sprite {
private var _name : String;
public function Component(name : String) {
_name = name;
}
public function update() : void {
trace ("UPDATE component", _name, getTimer());
addEventListener(Event.RENDER, renderComponent);
stage.invalidate();
}
private function renderComponent(event : Event) : void {
trace ("RENDER component", _name, getTimer());
removeEventListener(Event.RENDER, renderComponent);
}
}
public class Component2 extends Sprite {
private var _name : String;
private var _timer : Timer;
public function Component2(name : String) {
_name = name;
_timer = new Timer(0);
_timer.addEventListener(TimerEvent.TIMER, handleTimer);
}
public function update() : void {
trace ("UPDATE component", _name, getTimer());
addEventListener(Event.RENDER, renderComponent);
_timer.start();
stage.invalidate();
}
private function handleTimer(event : TimerEvent) : void {
trace ("--- --- TIMER", _name, _timer.currentCount, getTimer());
_timer.stop();
event.updateAfterEvent();
stage.invalidate();
}
private function renderComponent(event : Event) : void {
trace ("RENDER component", _name, getTimer());
_timer.stop();
removeEventListener(Event.RENDER, renderComponent);
}
}
public class Component3 extends Sprite {
private var _name : String;
public function Component3(name : String) {
_name = name;
}
public function update() : void {
trace ("UPDATE component", _name, getTimer());
addEventListener(Event.RENDER, renderComponent);
addEventListener(Event.ENTER_FRAME, enterFrame);
stage.invalidate();
}
private function enterFrame(event : Event) : void {
trace ("--- --- ENTER_FRAME", _name, getTimer());
renderComponent(event);
}
private function renderComponent(event : Event) : void {
trace ("RENDER component", _name, getTimer());
removeEventListener(Event.RENDER, renderComponent);
removeEventListener(Event.ENTER_FRAME, enterFrame);
}
}
输出:
START 1994
UPDATE component C2 1995
RENDER component C2 1996
RENDER main 1996
UPDATE component C 1997
--- --- ENTER_FRAME C 2994
RENDER component C 2994
清楚地显示,C
的渲染在1sek之后
再次提问:
让我的组件使用渲染事件的安全方法是什么?不安全,Adobe仍然没有注意到这个错误。这就是为什么多年来,除了渲染事件外,每个人都使用ENTER_框架。为什么问?)你不是AS3Commons用户界面的创建者吗
最近向u发送了skype授权,顺便说一句,你在吗?我删除了Flex标签,因为这个问题中没有特定于Flex的内容。特定于Flex的是,问题也由Flex LayoutManager处理,因此希望订阅Flex标签的Flex开发人员熟悉。没有提到Flex,或问题内容中基于Flex的类[包括layoutMAnager类]。如果您想要编辑它以包含该区别和/或使用Flex重新标记它;我不会就此与你争论。不用担心,我只是想澄清我确实有意识地设置了标记。不应该从渲染处理程序中调用invalidate;我很确定这是出于设计。我很确定这是“出于设计”,因为不应该从渲染事件处理程序中调用invalidate。