Removed a bunch of redundant draw calls

Most were related to a but with the keynav api
This commit is contained in:
2023-02-09 01:30:14 -05:00
parent ce20b7d02c
commit 16a0e76145
5 changed files with 37 additions and 20 deletions

View File

@@ -64,7 +64,10 @@ func (element *Container) Adopt (child elements.Element, expand bool) {
child.OnDamage (func (region canvas.Canvas) {
element.core.DamageRegion(region.Bounds())
})
child.OnMinimumSizeChange(element.updateMinimumSize)
child.OnMinimumSizeChange (func () {
element.updateMinimumSize()
element.redoAll()
})
if child0, ok := child.(elements.Flexible); ok {
child0.OnFlexibleHeightChange(element.updateMinimumSize)
}
@@ -209,6 +212,7 @@ func (element *Container) childPosition (child elements.Element) (position image
}
func (element *Container) redoAll () {
if !element.core.HasImage() { return }
// do a layout
element.recalculate()
@@ -496,7 +500,6 @@ func (element *Container) childFocusRequestCallback (
child.HandleUnfocus()
return true
})
child.HandleFocus(input.KeynavDirectionNeutral)
return true
} else {
return false