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@ -45,32 +45,37 @@ namespace Avalonia.Threading |
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/// <summary>
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/// The job will be processed after other non-idle operations have completed.
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/// </summary>
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public static readonly DispatcherPriority Background = new(1); |
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public static readonly DispatcherPriority Background = new(MinValue + 1); |
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/// <summary>
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/// The job will be processed with the same priority as input.
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/// </summary>
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public static readonly DispatcherPriority Input = new(2); |
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public static readonly DispatcherPriority Input = new(Background + 1); |
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/// <summary>
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/// The job will be processed after layout and render but before input.
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/// </summary>
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public static readonly DispatcherPriority Loaded = new(3); |
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public static readonly DispatcherPriority Loaded = new(Input + 1); |
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/// <summary>
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/// The job will be processed with the same priority as render.
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/// </summary>
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public static readonly DispatcherPriority Render = new(5); |
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public static readonly DispatcherPriority Render = new(Loaded + 1); |
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/// <summary>
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/// The job will be processed with the same priority as composition updates.
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/// </summary>
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public static readonly DispatcherPriority Composition = new(6); |
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public static readonly DispatcherPriority Composition = new(Render + 1); |
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/// <summary>
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/// The job will be processed with the same priority as render.
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/// The job will be processed with the same priority as composition updates.
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/// </summary>
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public static readonly DispatcherPriority PreComposition = new(Composition + 1); |
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/// <summary>
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/// The job will be processed with the same priority as layout.
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/// </summary>
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public static readonly DispatcherPriority Layout = new(7); |
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public static readonly DispatcherPriority Layout = new(PreComposition + 1); |
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/// <summary>
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/// The job will be processed with the same priority as data binding.
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@ -80,7 +85,7 @@ namespace Avalonia.Threading |
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/// <summary>
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/// The job will be processed before other asynchronous operations.
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/// </summary>
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public static readonly DispatcherPriority Send = new(8); |
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public static readonly DispatcherPriority Send = new(Layout + 1); |
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/// <summary>
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/// Maximum possible priority
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