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Made dragging the splitter in the chat smooth (#978)
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@@ -36,7 +36,7 @@
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</CascadingValue>
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@if (this.AreWorkspacesVisible)
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{
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<MudSplitter Dimension="@this.ReadSplitterPosition" DimensionChanged="this.SplitterChanged" EnableSlide="@this.AreWorkspacesVisible" EnableMargin="@false" StartContentStyle="margin-right: 1em;" BarStyle="" EndContentStyle="margin-left: 1em;">
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<MudSplitter Dimension="@this.ReadSplitterPosition" DimensionChanged="this.SplitterChanged" Sensitivity="0.05" EnableSlide="@this.AreWorkspacesVisible" EnableMargin="@false" StartContentStyle="margin-right: 1em;" BarStyle="" EndContentStyle="margin-left: 1em;">
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<StartContent>
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@if (this.SettingsManager.ConfigurationData.Workspace.DisplayBehavior is WorkspaceDisplayBehavior.TOGGLE_SIDEBAR && this.SettingsManager.ConfigurationData.Workspace.IsSidebarVisible)
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{
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@@ -27,6 +27,7 @@ public partial class Chat : MSGComponentBase
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private string currentWorkspaceName = string.Empty;
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private Workspaces? workspaces;
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private double splitterPosition = 30;
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private bool skipRenderAfterSplitterChange;
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private readonly ChatComposerState composerState = new();
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private readonly Timer splitterSaveTimer = new(TimeSpan.FromSeconds(1.6));
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@@ -39,6 +40,16 @@ public partial class Chat : MSGComponentBase
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this.splitterPosition = this.SettingsManager.ConfigurationData.Workspace.SplitterPosition;
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this.splitterSaveTimer.AutoReset = false;
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//
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// Mind that this handler deliberately stays off the renderer thread, although it writes the
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// configuration data from a thread pool thread. The position is a single double, and every
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// target we ship is 64 bit, so the write cannot tear -- and the worst a lost one could do is
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// a splitter standing somewhere else after the next start. What a jump to the dispatcher
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// would cost instead is paid by the user: storing the settings serializes all of them and
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// writes two files, and it would do that in the very queue which draws the drag they are in
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// the middle of. The splitter then stutters under their hand. Whoever synchronizes the
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// configuration data one day should do it without moving that work onto the renderer.
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//
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this.splitterSaveTimer.Elapsed += (_, _) =>
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{
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this.SettingsManager.ConfigurationData.Workspace.SplitterPosition = this.splitterPosition;
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@@ -47,7 +58,31 @@ public partial class Chat : MSGComponentBase
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await base.OnInitializedAsync();
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}
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/// <summary>
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/// Decides whether this page renders again.
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/// </summary>
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/// <remarks>
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/// Dragging the splitter reports every movement, and Blazor renders this page after each of
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/// them. That render is pure waste: all it would contribute is the position the splitter just
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/// reported, and the splitter has it already -- it renders itself after its own event, which is
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/// what resizes the two panels. What this page rebuilds instead is everything else it holds,
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/// the workspace tree above all, which has no render guard of its own and draws an item with
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/// three buttons for every chat. That is what the user sees stutter while they drag.<br/><br/>
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/// Dropping that one render costs nothing, because the splitter never needed it. Should a
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/// message from the bus ask for a render in the very same moment, this swallows it -- both sit
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/// on the same dispatcher and the render of a movement follows it without a gap, so the window
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/// is as good as closed, and the next render brings the message along anyway.
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/// </remarks>
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protected override bool ShouldRender()
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{
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if (!this.skipRenderAfterSplitterChange)
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return true;
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this.skipRenderAfterSplitterChange = false;
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return false;
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}
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#endregion
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private string WorkspaceSidebarToggleIcon => this.SettingsManager.ConfigurationData.Workspace.IsSidebarVisible ? Icons.Material.Filled.ArrowCircleLeft : Icons.Material.Filled.ArrowCircleRight;
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@@ -75,6 +110,7 @@ public partial class Chat : MSGComponentBase
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this.splitterPosition = position;
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this.splitterSaveTimer.Stop();
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this.splitterSaveTimer.Start();
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this.skipRenderAfterSplitterChange = true;
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}
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private void ToggleWorkspacesOverlay()
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