This works around a deadlock that frequently happened when working with menus (font stuff).

I should start investigate this one more deeply some time...


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@14646 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Axel Dörfler 2005-11-02 14:37:17 +00:00
parent 687193750c
commit cf550035dd

View File

@ -1343,15 +1343,19 @@ ServerApp::_DispatchMessage(int32 code, BPrivate::LinkReceiver &link)
font.SetSize(size);
font.SetSpacing(spacing);
for (int32 i = 0; i < numStrings; i++)
for (int32 i = 0; i < numStrings; i++) {
if (!stringArray[i] || lengthArray[i] <= 0)
widthArray[i] = 0.0;
else
widthArray[i] = fDesktop->GetDisplayDriver()->StringWidth(stringArray[i], lengthArray[i], font);
// NOTE: The line below will return the exact same thing. However,
// the line above uses the AGG rendering backend, for which glyph caching
// actually works. It is about 20 times faster!
//width = font.StringWidth(string, length);
else {
// widthArray[i] = fDesktop->GetDisplayDriver()->StringWidth(stringArray[i], lengthArray[i], font);
// NOTE: The line below will return the exact same thing. However,
// the line above uses the AGG rendering backend, for which glyph caching
// actually works. It is about 20 times faster!
// TODO: I've disabled the AGG version for now, as it produces a dead lock
// (font use), that I am currently too lazy to investigate...
widthArray[i] = font.StringWidth(stringArray[i], lengthArray[i]);
}
}
fLink.StartMessage(B_OK);
fLink.Attach(widthArray, sizeof(widthArray));