Zoltan Demant
12/11/2023, 10:18 AMZach Klippenstein (he/him) [MOD]
12/11/2023, 3:53 PMZoltan Demant
12/11/2023, 4:00 PMZach Klippenstein (he/him) [MOD]
12/11/2023, 4:06 PMZoltan Demant
12/12/2023, 11:20 AMPicture
was introduced.Zoltan Demant
12/12/2023, 3:45 PMZach Klippenstein (he/him) [MOD]
12/12/2023, 4:26 PMZoltan Demant
12/13/2023, 8:30 AMZoltan Demant
12/13/2023, 2:34 PMPicture
.Zoltan Demant
12/13/2023, 3:05 PMwithFrameNanos
and drawModifierNode.invalidateSubtree()
but that kind of creates an endless loop. I put a delay(500)
in there, but obviously that doesnt feel like a good solution. Ideally Id just like to recreate it when the content changes, but havent found a way to do that yet. Please let me know if you have any other ideas @Zach Klippenstein (he/him) [MOD] 😃 As mentioned above, the screen is static after animations finish, so I think I can get away with quite a bit of hax, I just dont like the idea of it continiously invalidating itself every .5s forever, Im also not sure if that will cause an OOM eventually.Zach Klippenstein (he/him) [MOD]
12/13/2023, 5:25 PMinvalidateSubtree
, call invalidateDraw
. Here’s a demo: https://r.android.com/2873994Zach Klippenstein (he/him) [MOD]
12/13/2023, 6:17 PMZoltan Demant
12/14/2023, 9:19 AMZoltan Demant
12/14/2023, 2:39 PMShreyas Patil
03/12/2024, 11:29 AMDelegateNode
, I delegate work to CacheDrawModifierNode
when capture request is received then I draw content in canvas and as soon as content is drawn, the node is un-delegated. It means that issue (as seen in the demo) doesn’t occur at all. Is it a good approach?