/** * Send the own SettingsMap to the DeviceBlackboard * @param trigger_draw Triggers the draw event after sending if true */ void ActionInterface::SendSettingsMap(const bool trigger_draw) { // trigger_draw: asks for an immediate exchange of blackboard data // (via ProcessTimer()) rather than waiting for the idle timer every 500ms if (trigger_draw) { DisplayModes(); InfoBoxManager::ProcessTimer(); } // Copy InterfaceBlackboard.SettingsMap to the DeviceBlackboard ScopeLock protect(mutexBlackboard); device_blackboard.ReadSettingsMap(SettingsMap()); #ifdef ENABLE_OPENGL if (trigger_draw) main_window.map.invalidate(); #else if (trigger_draw) draw_thread->trigger_redraw(); #endif // TODO: trigger refresh if the settings are changed }
/** * Send the own SettingsMap to the DeviceBlackboard * @param trigger_draw Triggers the draw event after sending if true */ void ActionInterface::SendSettingsMap(const bool trigger_draw) { // QUESTION TB: what is trigger_draw? ScopeLock protect(mutexBlackboard); if (trigger_draw) { DisplayModes(); InfoBoxManager::ProcessTimer(); } // Copy InterfaceBlackboard.SettingsMap to the DeviceBlackboard device_blackboard.ReadSettingsMap(SettingsMap()); if (trigger_draw) { drawTriggerEvent.trigger(); } // TODO: trigger refresh if the settings are changed }
void ProcessTimer::CommonProcessTimer() { CheckDisplayTimeOut(false); DisplayModes(); ExchangeBlackboard(); // send ignore command SetSettingsMap().MapScale = fixed_zero; InfoBoxManager::ProcessTimer(); InputEvents::ProcessTimer(); AirspaceProcessTimer(); MessageProcessTimer(); }
void ActionInterface::SendMapSettings(const bool trigger_draw) { // trigger_draw: asks for an immediate exchange of blackboard data // (via ProcessTimer()) rather than waiting for the idle timer every 500ms if (trigger_draw) { DisplayModes(); InfoBoxManager::ProcessTimer(); } main_window.SetMapSettings(GetMapSettings()); if (trigger_draw) { main_window.full_redraw(); BroadcastUISettingsUpdate(); } // TODO: trigger refresh if the settings are changed }
/*! * \brief Display modes of the button * \param btnId Index of the button * \returns DisplayModes() If button does not exist */ ItemViewButtons::DisplayModes ItemViewButtons::buttonDisplayModes(int btnId) const { const Private::ButtonInfo* btnInfo = d->buttonInfo(btnId); return btnInfo != NULL ? btnInfo->itemDisplayModes : DisplayModes(); }