Multiple circles display leads to frame rate drop
Hello,
Still me with my STM32H7 and my touchGFX project !
I'm trying to do an animation with 3 circle whose radius are increasing. The problem is that when the 3rd circles animation (ie its radius is increasing) starts, the frame rate drops.
Here is the sample of the code doing this animation :
void screenView::handleTickEvent()
{
static float radius = 0;
static float radius2 = 0;
static float radius3 = 0;
if(radius3 < 80)
{
circle_anim1.getRadius(radius);
circle_anim1.setRadius(radius + 1);
circle_anim1.invalidate();
if(radius > 80)
{
circle_anim2.getRadius(radius2);
circle_anim2.setRadius(radius2 + 1);
circle_anim2.invalidate();
}
if(radius2 > 80)
{
circle_anim3.getRadius(radius3);
circle_anim3.setRadius(radius3 + 1);
circle_anim3.invalidate();
}
}else{
circle_anim1.setVisible(false);
circle_anim2.setVisible(false);
circle_anim3.setVisible(false);
}
}and what we should see :

(a bit later)

I think the frame rate drops because I invalidate whole circles and it is too much for the MCU but I didn't find another way to just update the radius.
Any clue ?
Regards,
AJT
PS : I don't want to use an image instead of circle shapes provided by touchGFX for the moment
