I digged a bit deeper into this issue and here's what I found out:
* UnityScreen::UnityScreen() connects to the correct event (coming from Upower):
UScreen::GetDefault()->resuming.connect([this] {
/* Force paint local::FRAMES_TO_REDRAW_ON_RESUME frames on resume */
force_draw_countdown_ += local::FRAMES_TO_REDRAW_ON_RESUME;
});
* UnityScreen::damageCutoff() is the place where Unity checks force_draw_countdown_ and triggers the redraw.
However it's not clear to me what's supposed to call UnityScreen->damageCutoff(). I grepped through the whole source of Unity and nothings seems to call it. Maybe this is the problem?
I digged a bit deeper into this issue and here's what I found out:
* UnityScreen: :UnityScreen( ) connects to the correct event (coming from Upower):
UScreen: :GetDefault( )->resuming. connect( [this] { FRAMES_ TO_REDRAW_ ON_RESUME frames on resume */ draw_countdown_ += local:: FRAMES_ TO_REDRAW_ ON_RESUME;
/* Force paint local::
force_
});
* UnityScreen: :damageCutoff( ) is the place where Unity checks force_draw_ countdown_ and triggers the redraw.
However it's not clear to me what's supposed to call UnityScreen- >damageCutoff( ). I grepped through the whole source of Unity and nothings seems to call it. Maybe this is the problem?