@richard: I don't think *anything* including widget, run in a different thread
on LC
@HH and Tom
Great idea! (using send)
---------- aside
fyi dictionary is confused:
rotate:
OS mac, windows, linux
Platforms desktop, server, mobile
It should say, (hopefully) iOS and Android..whatever..
-----------
I assume you can make an independent handler for each svg…or GIF and send in
time… how much time do you give? Do you set flags like AnimationEngine? I found
them problematic if we use repeat loops on mobile. (can't break a looping
repeat if by (un)setting a flag) @tom can you send a snippet of you code?
Because you have worked out the kinks. I imagine something like this,
local sRotateFlag # 1 or 0
command startSpinner
put 1 into sRotateFlag
show widget "spinner"
rotateBusySpinner
end startSpinner
command stopSpinner
put 0 into sRotateSpinner
hide widget "spinner"
command stopSpinner
command rotateBusySpinner
if sRotateFlag = 1 then
rotate widget "spinner" by -10
end if
send rotateBusySpinner to me in 10 millisecond
end rotateBusySpinner
I suppose you can use an array to poke image names, to set them several going
an once. How are you doing that?
I really don't know how much the CPU for engine on mobile can take before you
see performance issues. What is the minimum time "idle" time where you poke a
"send" before you interfere with the engine on mobile: rotate 10 millisecond,
200 milliseconds? Of course I can try it …. my Moto6 is good "middle" ground
between high end android cpu and low end
BR
.i rotate an svg using send it time and it seems to work really well.
i can rotate many sgs simultaneously....so maybe svg is the answer
here....as far as a progress indicator.
On Thu, Dec 12, 2019 at 5:47 PM hh via use-livecode <
mailto:[email protected]> wrote:
> @BR
>
> Don't run the gif as animation but do your own animation
> by setting the (or some) frames using "send in time".
> By that you can control better the "animation".
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