Good eye, invalidate paint just flags the node as needing to be repainted. This gets picked up on the next ui cycle. I don't believe that it will automatically bubble up the stack, though i will need to re-read the code to confirm this. I will examine your code when i get home to see if i can repelicate your issue.
Thank you for bringing this up. On 02/11/2009, Nigel <nigel.tamp...@f2s.com> wrote: > > > The comment in PNode.java reads > > // When you do create you own nodes the only method that you will > // normally need to call is invalidatePaint. This method marks the > // nodes as having invalid paint, the root node's UI cycle will > then > // later discover this damage and report it to the Java repaint > manager. > > > However, I find that after calling invalidatepaint() the repaint > manager does not discover the damage unless other events are occurring > (such as moving the mouse around). > > I was expecting that calling invalidatePaint would result in the node > being repainted some time later - am I doing something wrong or is > Piccolo? > > > Here is a contrived example (ClockNode.java) - It displays 4 custom > nodes, each showing a clock's second hand. The top 2 clocks are > updated from within the event dispatch thread, the lower 2 clocks are > updated from another thread. The 2 clocks on the left are redrawn via > a call to repaint and the 2 on the right via a call to > invalidatePaint. > > if you run it you'll see the clock on the right (calling > invalidatePaint) are only redrawn if you are moving your mouse over > the window. > > ClockNode.java > > import java.awt.*; > import java.awt.geom.*; > import edu.umd.cs.piccolo.*; > import edu.umd.cs.piccolo.util.*; > > import edu.umd.cs.piccolox.PFrame; > > public class ClockNode extends PNode { > > private GeneralPath secondHand; > private int tseconds; // 10ths of seconds > > public void tick() { > tseconds++; > if ( tseconds >= 600 ) { tseconds = 0; } > // inform Piccolo that the node needs to be redrawn > if ( useRepaint ) { > repaint(); > } else { > invalidatePaint(); > } > } > > private boolean useRepaint; > public ClockNode(boolean useRepaint) { > this.useRepaint = useRepaint; > // create the needle shape > secondHand = new GeneralPath(GeneralPath.WIND_EVEN_ODD); > secondHand.moveTo(-0.1,0); > secondHand.lineTo(0,1); > secondHand.lineTo(0.1,0); > secondHand.closePath(); > } > > public void paint(PPaintContext aPaintContext) { > Graphics2D g2 = > (Graphics2D)aPaintContext.getGraphics().create(); // > create - as we mess with the transform > g2.setPaint(Color.BLACK); > //draw the face > g2.draw( new Ellipse2D.Double( getX(), getY(), getWidth(), > getHeight > () )); > //draw the second hand > g2.translate(getX()+getWidth()/2,getY()+getHeight()/2); // > translate > hand so 0,0 is centre of bounds > g2.scale(getWidth()/2,getHeight()/2); // scale the needle > g2.rotate ( Math.toRadians((tseconds*6)/10f+180) ); > g2.fill(secondHand); > } > > public static void main(String args[]) { > // top left clock - uses repaint > final ClockNode clockNode1 = new ClockNode(true); > clockNode1.setBounds(0,0,200,200); > // top right clock - uses invalidatePaint > final ClockNode clockNode2 = new ClockNode(false); > clockNode2.setBounds(210,0,200,200); > // lower left clock - uses repaint > final ClockNode clockNode3 = new ClockNode(true); > clockNode3.setBounds(0,210,200,200); > // lower right clock - uses invalidatePaint > final ClockNode clockNode4 = new ClockNode(false); > clockNode4.setBounds(210,210,200,200); > > PFrame pFrame = new PFrame() { > public void initialize() { > > getCanvas().getLayer().addChild(clockNode1); > > getCanvas().getLayer().addChild(clockNode2); > > getCanvas().getLayer().addChild(clockNode3); > > getCanvas().getLayer().addChild(clockNode4); > setSize(500,500); > } > }; > > // tick clocks 1 and 2 in the event dispatch thread > new javax.swing.Timer(100, new java.awt.event.ActionListener() { > public void actionPerformed > (java.awt.event.ActionEvent evt) { > clockNode1.tick(); > clockNode2.tick(); > } > }).start(); > > // tick clocks 3 and 4 in the timer thread > java.util.Timer timer = new java.util.Timer(true); > timer.schedule( new java.util.TimerTask() { > public void run() { > clockNode3.tick(); > clockNode4.tick(); > } > },0,100); > } > > } > > > --~--~---------~--~----~------------~-------~--~----~ Piccolo2D Developers Group: http://groups.google.com/group/piccolo2d-dev?hl=en -~----------~----~----~----~------~----~------~--~---