Fixed high CPU usage after editing a profile while it's active

This commit is contained in:
SpoinkyNL committed 2016-06-06 16:01:22 +02:00
1 parent f52862cce7
commit d69a318a6f
2 files changed
+11 -13

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+8 -10
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@@ -54,16 +54,14 @@ namespace Artemis.Managers
if (_effectManager.ActiveEffect != ProfilePreviewModel)
return;
if (_prePreviewEffect != null)
{
_logger.Debug("Change back effect after profile preview");
_effectManager.ChangeEffect(_prePreviewEffect);
}
else
{
_logger.Debug("Clear effect after profile preview");
_effectManager.ClearEffect();
}
_logger.Debug("Clear effect after profile preview");
_effectManager.ClearEffect();
if (_prePreviewEffect == null || _prePreviewEffect is GameModel)
return;
_logger.Debug("Change back effect after profile preview");
_effectManager.ChangeEffect(_prePreviewEffect);
}
else
{
@@ -48,11 +48,11 @@ namespace Artemis.Modules.Effects.ProfilePreview
var renderLayers = GetRenderLayers(renderMice, renderHeadsets);
// Render the keyboard layer-by-layer
keyboard = Profile.GenerateBitmap(renderLayers, DataModel, MainManager.DeviceManager.ActiveKeyboard.KeyboardRectangle(4), true, true);
keyboard = Profile?.GenerateBitmap(renderLayers, DataModel, MainManager.DeviceManager.ActiveKeyboard.KeyboardRectangle(4), true, true);
// Render the first enabled mouse (will default to null if renderMice was false)
mouse = Profile.GenerateBrush(renderLayers.FirstOrDefault(l => l.LayerType == LayerType.Mouse), DataModel);
mouse = Profile?.GenerateBrush(renderLayers.LastOrDefault(l => l.LayerType == LayerType.Mouse), DataModel);
// Render the first enabled headset (will default to null if renderHeadsets was false)
headset = Profile.GenerateBrush(renderLayers.FirstOrDefault(l => l.LayerType == LayerType.Headset), DataModel);
headset = Profile?.GenerateBrush(renderLayers.LastOrDefault(l => l.LayerType == LayerType.Headset), DataModel);
}
}