Improve WaitForPaint helper used in window unit tests
Unbind the event handler referencing a local variable, as leaving it bound could result in a crash later if another paint event was generated for the window for whatever reason. Doing it like this requires using 2 different objects, but the complexity can be still hidden inside WaitForPaint class, with the 2nd object being just a member of it, and, in fact, makes the code using it simpler as it doesn't need to use a boolean variable with it.
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@@ -51,13 +51,37 @@ protected:
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class WaitForPaint
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class WaitForPaint
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{
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{
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public:
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public:
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// Note that we have to use a pointer here, i.e. we can't just store the
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explicit WaitForPaint(wxWindow* win)
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// flag inside the class itself because it's going to be cloned inside wx
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: m_win(*win),
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// and querying the flag of the original copy is not going to work.
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m_painted(false),
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explicit WaitForPaint(bool* painted)
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m_handler(&m_painted)
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{
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m_win.Bind(wxEVT_PAINT, m_handler);
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}
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bool GotPaintEvent() const
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{
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return m_painted;
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}
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~WaitForPaint()
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{
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m_win.Unbind(wxEVT_PAINT, m_handler);
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}
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private:
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wxWindow& m_win;
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bool m_painted;
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class PaintHandler
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{
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public:
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// Note that we have to use a pointer here, i.e. we can't just store
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// the flag inside the class itself because it's going to be cloned
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// inside wx and querying the flag of the original copy wouldtn' work.
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explicit PaintHandler(bool* painted)
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: m_painted(*painted)
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: m_painted(*painted)
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{
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{
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m_painted = false;
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}
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}
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void operator()(wxPaintEvent& event)
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void operator()(wxPaintEvent& event)
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@@ -66,8 +90,9 @@ public:
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m_painted = true;
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m_painted = true;
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}
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}
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private:
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private:
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bool& m_painted;
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bool& m_painted;
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} m_handler;
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};
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};
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// This function should be used to show the window and wait until we can get
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// This function should be used to show the window and wait until we can get
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@@ -79,14 +104,12 @@ void ShowAndWaitForPaint(wxWindow* w)
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// geometry. And it's not clear how long should we wait, so we do it until
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// geometry. And it's not clear how long should we wait, so we do it until
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// we get the first paint event -- by then the window really should have
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// we get the first paint event -- by then the window really should have
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// its final size.
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// its final size.
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bool painted;
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WaitForPaint waitForPaint(w);
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WaitForPaint waitForPaint(&painted);
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w->Bind(wxEVT_PAINT, waitForPaint);
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w->Show();
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w->Show();
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wxStopWatch sw;
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wxStopWatch sw;
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while ( !painted )
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while ( !waitForPaint.GotPaintEvent() )
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{
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{
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wxYield();
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wxYield();
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