I am using Delphi anonymous thread to execute code. In the middle of the thread, a couple of GUI updates have to take place, a couple of labels changing etc.
If I do
Use TThread.Synchronize and pass another anonymous function to it. Then you can call updateui in the anonymous function:
TThread.CreateAnonymousThread(
procedure
begin
// do whatever you want
TThread.Synchronize(nil,
procedure
begin
updateui();
end);
// do something more if you want
end
).Start();
Synchronizations are generally expensive (regarding performance). Only do them when they are really neccessary. You can increase the performance if you extend the updateui-method to reduce paint-operations.
This is possible to a call to SendMessage with WM_SETREDRAW:
procedure StopDrawing(const Handle: HWND);
const
cnStopDrawing = 0;
begin
SendMessage(Handle, WM_SETREDRAW, cnStopDrawing, 0);
end;
procedure ContinueDrawing(const Handle: HWND);
const
cnStartDrawing = 1;
begin
SendMessage(Handle, WM_SETREDRAW, cnStartDrawing, 0);
// manually trigger the first draw of the window
RedrawWindow(Handle, nil, 0,
RDW_ERASE or RDW_FRAME or RDW_INVALIDATE or RDW_ALLCHILDREN);
end;
Add a call to StopDrawing() at the top of updateui() and a call to ContinueDrawing() at the end of updateui(). The call to ContinueDrawing() should be in a finally-block. This will ensure that the window will be painted even after an exception has occured during the execution of updateui.
Example:
procedure TMain.updateui;
begin
try
StopDrawing(Handle);
Panel3.Show;
Label57.Caption := 'Change 1';
Label59.Caption := 'Change 2';
// ...
finally
// Code under finally gets executed even if there was an error
ContinueDrawing(Handle);
end;
end;