Other scrolling method - fix hack (#122)
* other method: leave scrolling to icon updating function downside: scroll can lag behind the selected entry if going too fast * bring back looping so scrolling doesnt lag behind as much when going out of bounds only about a second lag, then a second again for icons to load * this method doesnt need to know the ids * fix memory leak * optimize for invisibility * fix lockup when install checking threads are finished * less magic, again make icon loading functions/numbers more general * increase wait time for fastcroll to give people more time to react, and to prevent some lag for the loading function
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@@ -70,7 +70,6 @@ typedef struct {
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ssize_t texture_id_offset;
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ssize_t icons_ids[ICONS_OFFSET_AMOUNT][ENTRIES_PER_SCREEN];
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ssize_t assoc_entry_ids[ICONS_OFFSET_AMOUNT][ENTRIES_PER_SCREEN];
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int previous_scroll;
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int scroll;
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@@ -92,6 +91,7 @@ void delete_entry(Entry_s entry);
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Result load_entries(const char * loading_path, Entry_List_s * list, EntryMode mode);
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bool load_preview(Entry_List_s list, int * preview_offset);
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void load_icons_first(Entry_List_s * current_list, bool silent);
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void handle_scrolling(Entry_List_s * list);
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void load_icons_thread(void * void_arg);
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u32 load_data(char * filename, Entry_s entry, char ** buf);
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