1

当我向OnChangeTPageControl 事件添加慢代码时,我遇到了问题。

如果代码很快并且不需要太多时间,那么一切都很好。
但是,如果代码需要很长时间才能返回 +/- 0.5 到 1 秒,PageControl 就会开始表现得很奇怪。

如果用户更改了页面,有时它在第一次单击时不会执行任何操作,并且需要在页面上进行第二次单击才能实际进行更改。

我已经用这样的代码解决了这个问题。 (我已经简化了一点,只是为了展示这个想法)

type TDelayProc = procedure(Sender: TObject) of object;

TForm = class(TForm)
...
private
  FDelayedSender: TObject;
  FDelayedEvent: TDelayProc;
  procedure SetDelayedEvent(Value: TDelayProc);
  property FDelayedSender: TObject read FDelayedSender write FDelayedSender;
  property FDelayedEvent: TDelayProc read FDelayedEvent write SetDelayedEvent;
...

procedure TForm1.SetDelayedEvent(Value: TDelayProc);
begin
  Timer1.Active:= false;
  FDelayedEvent:= Value;
  if Assigned(Value) then Timer1.Active:= true
  else DelayedSender:= nil;    
end;

procedure TForm1.Timer1Timer(Sender: TObject);
begin
  Timer1.Active:= false;
  if Assigned(DelayedEvent) then DelayedEvent(DelayedSender);
end;

procedure TForm1.PageControl1Change(Sender: TObject);
begin
  if PageControl1.ActivePage = TSPage1 then begin
    DelayedSender:= Button1;
    DelayedEvent:= Button1Click;
  end; {if}
end;

正如你所看到的,这是一个可怕的黑客攻击。
我正在调用的代码在 QuickReport 中用于准备报告和 MySQL 查询等,因此我对此没有太多控制权。

我认为有一些 Win32 消息由于没有足够快地从 TPageControl.OnChange 返回而搞砸了,但延迟肯定短于 3 秒。

我试过ProcessMessages了,但这只会让事情变得更糟,我不想为此使用单独的线程。

我该如何解决这个问题,以便我可以像平常一样使用OnChange事件处理程序

4

3 回答 3

1

我希望有一个BeforeChange事件给我新页面作为参数 [...]

几乎有。使用OnChanging事件和IndexOfTabAt函数:

// Warning: Don't use, see below!
procedure TForm1.PageControl1Changing(Sender: TObject;
  var AllowChange: Boolean);
var
  pnt: TPoint;
  NewTabIndex: integer;
begin
  if not GetCursorPos(pnt) then Exit;
  pnt := PageControl1.ScreenToClient(pnt);
  NewTabIndex := PageControl1.IndexOfTabAt(pnt.X, pnt.Y);
  if NewTabIndex <> -1 then
    ShowMessageFmt('Next up: tab with index %d.', [NewTabIndex]);
end;

但是:这仅在用户单击选项卡时才有效。如果用户使用键盘导航选项卡控件,则它不起作用。因此,这个答案是无用的(除了用于教育目的)。

于 2011-05-06T22:28:26.627 回答
1

我唯一的解释是您长时间运行的处理程序正在抽取消息队列。只要您不抽队列,只要您喜欢处理事件就可以。由于您忽略了队列,因此它可能看起来很乱,但它会正常工作。

于 2011-05-06T21:39:08.333 回答
1

我不清楚你为什么使用 TTimer 的东西。如果是我,我想我只是PostMessage从 OnChange 事件向我的表单发送一条自定义消息,因此 OnChange 处理程序将立即返回。这将允许 PageControl 消息流正常运行。然后在该自定义消息的消息处理程序中,我将(1)显示/启动在第二个线程上运行的进度条表单,(2)启动需要大量时间的活动,以及(3)当耗时的活动完成时,关闭进度条。

这是一个线程进度条的一些代码,我从几年前彼得下面发布的内容中修改了这些代码。它并不漂亮,但用户并不关心屏幕上的“什么都没有发生”。

unit AniMg;
{ Unit for displaying animated progress bar during a lengthy process.
  * Painting of progress is done in a secondary thread, so it updates even during processing
    which doesn't process Windows messages (and therefore doesn't update visible windows).
  * Does NOT call Application.ProcessMessages...so it doesn't alter the order in which the
    application processed messages.
  USAGE:
          //Delays display of the progress form. When this property <> 0, caller must pepper
          //his code with .UpdateVisible calls, or the form will never be displayed.
      AniMgr.DelayBeforeVisible := 3000;
          //If DelayBeforeVisible time has elapsed, displays the progress form & starts thread.
      AniMgr.UpdateVisible;
          //Displays the progress form & starts painting it in a secondary thread.
          //(If DelayBeforeVisible <> 0, sets the form's caption or caption-to-be.)
      AniMgr.Push('Some caption');
          //To change captions without closing/opening the progress bar form...
      AniMgr.Push('Another caption');
          //Close the form
      AniMgr.PopAll;
  NOTES:
  * Do NOT call DisableTaskWindows in this unit!!  It's tempting to do that when the progress
    form is shown, to make it function modally. However, do so at your own risk! Having
    DisableTaskWindows in effect resulted in an AV when we were called from certain routines
    or component's code.
  AUTHOR:
  * Mark Wilsdorf, Flagship Technologies, Inc., www.goflagship.com.
    * Thanks to Peter Below for his original code for painting the progress bar, and his many
      years of providing stellar examples and explanations to the Delphi community.
  DEVELOPMENT:
  * Originally put FAniform.Show/Update on a TTimer delay, so the progress form wouldn't
    display just for a brief instant during quick processes. However, we had to get rid of
    Application.ProcessMessages calls (which caused problems in caller), so the TTimer wouldn't
    fire. Can't make the 2ndary thread do the Show/Update job either, for the same reason:
    Synchronize() won't work because the main thread is occupied in other code, and without
    Application.ProcessMessages calls the Synchronize(Show/Update code) doesn't get called
    until the lengthy main thread code processing finishes. The only solution appears to be:
    have the 2ndary thread be fully responsible for creating and showing/updating the entire
    progress window, entirely via Windows API calls.
}

interface

uses
  Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
  Dialogs, StdCtrls, RzLabel, ExtCtrls, RzPanel;

{$I DEFINES.PAS}

type
  T_AniForm = class(TForm)
    RzPanel2: TRzPanel;
    RzLabel1: TRzLabel;
    RzPanel1: TRzPanel;
  public
    r : TRect;
    constructor Create(AOwner: TComponent); override;
  end;

      //Do NOT call DisableTaskWindows in this unit!!
      //We may be called from rtnes or components which attempt to update the UI, resulting
      //in an AV in certain circumstances. This was the result when used with the popular
      //Developer's Express component, ExpressQuantumGrid.

  TAniThread = class(TThread)
  private
    FWnd: HWND;
    FPaintRect: TRect;
    FbkColor, FfgColor: TColor;
    FInterval: integer;
  protected
    procedure Execute; override;
  public
    constructor Create(paintsurface : TWinControl; {Control to paint on }
      paintrect : TRect;          { area for animation bar }
      bkColor, barcolor : TColor; { colors to use }
      interval : integer);        { wait in msecs between paints}
  end;


  TAniMgr = class(TObject)
  private
    FStartTime: DWord;              //=Cardinal. Same as GetTickCount
    FDelayBeforeVisible: cardinal;
    FRefCount: integer;
    FAniThread : TAniThread;
    FAniForm: T_AniForm;
//    procedure SetDelayBeforeVisible(Value: cardinal);
    procedure StopIt;
  public
    procedure Push(const NewCaption: string);
    procedure UpdateVisible;
    //procedure Pop;        Don't need a Pop menthod until we Push/Pop captions...
    procedure PopAll;
        //
        //Delay before form shows. Takes effect w/r/t to first Push() call.
    property DelayBeforeVisible: cardinal read FDelayBeforeVisible write FDelayBeforeVisible;
  end;

function AniMgr: TAniMgr;                //function access


implementation

{$R *.dfm}

var
  _AniMgr : TAniMgr = nil;         //Created privately in Initialization section
      //Do NOT DisableTaskWindows in this unit!!
      //We're called from some rtnes which attempt to update the UI, resulting in an AV.
  //DisabledWindows: pointer = nil;


function AniMgr: TAniMgr;
begin
  if not Assigned(_AniMgr) then
    _AniMgr := TAniMgr.Create;
  Result := _AniMgr;
end;


//---------------------------------------------------------------------------------------------
//                                    TAniMgr
//---------------------------------------------------------------------------------------------


procedure TAniMgr.UpdateVisible;
{ Checks our form's visibility & calls form.Update if appropriate.
  * This rtne implements DelayBeforeVisible handling. }
begin
      //Thd may be terminating...
  if Assigned( FAniThread ) and FAniThread.Terminated then
    exit;

  if Assigned(FAniForm) and
      ( (DelayBeforeVisible = 0) or (GetTickCount - FStartTime > DelayBeforeVisible) ) then begin

    if not Assigned(FAniThread) then
      with FAniForm do begin
        Show;
            //Form.Update processes our paint msgs to paint the form. Do NOT call
            //Application.ProcessMessages here!!  It may disrupt caller's intended message flow.
        Update;             
            //Start painting progress bar on the form
        FAniThread := TAniThread.Create(RzPanel1, r, FAniForm.color, clActiveCaption, 100);
      end
    else
      FAniForm.Update;
  end;
end;


procedure TAniMgr.Push(const NewCaption: string);
{ We don't really Push a stack of captions (though we could)...for now that's not
  important; we just manage the form and RefCount. }
begin
      //Thd may be terminating...
  if Assigned( FAniThread ) and FAniThread.Terminated then
    exit;
  FRefCount := FRefCount + 1;
  if FAniForm = nil then begin
    FAniForm := T_AniForm.Create(nil);
        //If FAniForm was nil this is the first Push() of a series, so get
        //a starting tick count for DelayBeforeShowing management
    FStartTime := GetTickCount;
  end;
  FAniForm.RzLabel1.Caption := NewCaption;
  UpdateVisible;
end;


procedure TAniMgr.StopIt;
begin
  if Assigned( FAniThread ) then begin
    if not FAniThread.Terminated then begin
      FAniThread.Terminate;
      FAniThread.WaitFor;
    end;
  end;
  FreeAndNil(FAniThread);
  FreeAndNil(FAniForm);
end;


//procedure TAniMgr.Pop;
//{ We don't really Pop a stack of captions...for now that's not important; we just
//  decrement the RefCount. }
//begin
//  if FRefCount > 0 then
//    FRefCount := FRefCount - 1;
//  if (FRefCount = 0) then
//    StopIt;
//end;


procedure TAniMgr.PopAll;
begin
  if FRefCount > 0 then try
    StopIt;
  finally
    FRefCount := 0;
  end;
end;


//---------------------------------------------------------------------------------------------
//                                    T_AniForm
//---------------------------------------------------------------------------------------------

constructor T_AniForm.Create(AOwner: TComponent);
begin
  inherited Create(AOwner);
  r := RzPanel1.ClientRect;
  InflateRect(r, - RzPanel1.BevelWidth, - RzPanel1.BevelWidth);
end;


//---------------------------------------------------------------------------------------------
//                                    TAniThread
//---------------------------------------------------------------------------------------------


constructor TAniThread.Create(paintsurface : TWinControl;
  paintrect : TRect; bkColor, barcolor : TColor; interval : integer);     //BeforePaint: integer);
begin
  inherited Create(True);           //Suspended
  FWnd := paintsurface.Handle;
  FPaintRect := paintrect;
  FbkColor := bkColor;
  FfgColor := barColor;
  FInterval := interval;
  FreeOnterminate := False;       //So we can use WaitFor & know it's dead.
  Resume;
end;


procedure TAniThread.Execute;
var
  image : TBitmap;
  DC : HDC;
  left, right : integer;
  increment : integer;
  imagerect : TRect;
  state : (incRight, incLeft, decLeft, decRight);
begin
  Image := TBitmap.Create;
  try
    with Image do begin
      Width := FPaintRect.Right - FPaintRect.Left;
      Height := FPaintRect.Bottom - FPaintRect.Top;
      imagerect := Rect(0, 0, Width, Height);
    end; { with }
    left := 0;
    right := 0;
    increment := imagerect.right div 50;
      //WAS...    increment := imagerect.right div 50;
    state := Low(State);
    while not Terminated do begin
      with Image.Canvas do begin
        Brush.Color := FbkColor;
        FillRect(imagerect);
        case state of
          incRight: begin
            Inc(right, increment);
            if right > imagerect.right then
            begin
              right := imagerect.right;
              Inc(state);
            end; { if }
          end; { case incRight }

          incLeft: begin
            Inc(left, increment);
            if left >= right then
            begin
              left := right;
              Inc(state);
            end; { if }
          end; { case incLeft }

          decLeft: begin
            Dec(left, increment);
            if left <= 0 then
            begin
              left := 0;
              Inc(state);
            end; { if }
          end; { case decLeft }

          decRight: begin
            Dec(right, increment);
            if right <= 0 then
            begin
              right := 0;
              state := incRight;
            end; { if }
          end; { case decLeft }

        end; { case }
        Brush.Color := FfgColor;
        FillRect(Rect(left, imagerect.top, right, imagerect.bottom));
      end; { with }

      DC := GetDC(FWnd);
      if DC <> 0 then try
        BitBlt(DC,
          FPaintRect.Left,
          FPaintRect.Top,
          imagerect.right,
          imagerect.bottom,
          Image.Canvas.handle,
          0, 0,
          SRCCOPY);
      finally
        ReleaseDC(FWnd, DC);
      end;

      Sleep(FInterval);
    end; { while not Terminated}
  finally
    Image.Free;
  end;
  InvalidateRect(FWnd, nil, True);
end;



initialization

finalization

  if Assigned(_AniMgr) then begin
    _AniMgr.PopAll;
    _AniMgr.Free;
  end;

end.
于 2011-05-06T23:00:23.023 回答