removed fps limit

it didn't increase performance and just made it look 'laggier'
This commit is contained in:
fourtf 2018-01-06 18:21:00 +01:00
parent 20eab57db5
commit e5b8e33eb3
2 changed files with 7 additions and 7 deletions

View file

@ -110,14 +110,14 @@ ChannelView::~ChannelView()
void ChannelView::queueUpdate() void ChannelView::queueUpdate()
{ {
if (this->updateTimer.isActive()) { // if (this->updateTimer.isActive()) {
this->updateQueued = true; // this->updateQueued = true;
return; // return;
} // }
this->repaint(); this->repaint();
this->updateTimer.start(); // this->updateTimer.start();
} }
void ChannelView::layoutMessages() void ChannelView::layoutMessages()

View file

@ -218,11 +218,11 @@ void Scrollbar::paintEvent(QPaintEvent *)
// draw highlights // draw highlights
auto snapshot = this->highlights.getSnapshot(); auto snapshot = this->highlights.getSnapshot();
int snapshotLength = snapshot.getLength(); int snapshotLength = (int)snapshot.getLength();
int w = this->width(); int w = this->width();
float y = 0; float y = 0;
float dY = (this->height() - MIN_THUMB_HEIGHT) / snapshotLength; float dY = (this->height() - MIN_THUMB_HEIGHT) / snapshotLength;
int highlightHeight = std::ceilf(dY); int highlightHeight = std::ceil(dY);
for (int i = 0; i < snapshotLength; i++) { for (int i = 0; i < snapshotLength; i++) {
ScrollbarHighlight const &highlight = snapshot[i]; ScrollbarHighlight const &highlight = snapshot[i];