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FIX: Update blitting and drawing on the macosx backend #21790
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FIX: Update blitting and drawing on the macosx backend
greglucas 32547c8
FIX: Add a 0-length timer to allow fast animations to redraw on macosx
greglucas e29b6f2
ENH: add singleshot timer to macosx draw_idle
greglucas 5415418
TST: Test number of draw events from a blitted animation
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This should not call
draw
asdraw_idle
should always be "cheap" .There was a problem hiding this comment.
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I think I took this from the qt_backend, which appears to do the same
self.draw()
call from withindraw_idle
? I'm not entirely clear where the "pending" of draw_idle() should take place here, whether it should be within the Python context managers, or if perhaps I'm just missing putting this into the Mac-specific event loop similar to the singleShot call from QT?matplotlib/lib/matplotlib/backends/backend_qt.py
Lines 450 to 461 in ec99c15
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I think the logic with Qt is that every call to
canvas.draw_idle
setself._draw_pending
toTrue
and then schedules a single-shot timer to runcanvas._draw_idle
. Thus many calls todraw_idle
within a block of Python (which runs without letting the event loop spin) will stack up a bunch of single-shot timers. When ever the main loop gets to run (which is the earliest we would be able to paint the screen anyway!) the timers start to expire. The first one actually does the update and the rest short-circuit out.I suspect that you can do the same single-shot trick with OSX?
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Thank you for the clear explanation! That makes sense to me (stacking a bunch of callbacks in the event loop, and those callbacks depend on whether the draw has already happened or not). Let me know if you think the implementation is wrong here, or if I misunderstood.