DspDelayRenderEnd
Ends the screen update delay set by DspDelayRenderBegin. This function should be used with DspDelayRenderBegin() to "sandwich" Cicode that will modify the appearance of a page. The code should be preceded by DspDelayRenderBegin(), and followed by DspDelayRenderEnd(). This will reduce screen update times, because the modifying code is given time to execute before the page is updated with the changes, and the changes are all made in a single re-draw.
Because your display will stop updating while the "sandwiched" code runs, you should try to make that code as efficient as possible. Do not call Sleep() or any other Cicode functions that will take a long time to run.
Do not call WinSelect within the "sandwiched" code. Do not call this function directly from the Kernel.
Note: If you have not changed the [Page]DelayRenderAll parameter from its default (TRUE), then you do not need to use this function.
Syntax
DspDelayRenderEnd()
Return Value
No value is returned.
Related Functions
Example
/* Begin delay so the following code can be executed before the images are re-drawn. */
DspDelayRenderBegin();
DspBMP(50, "Image1.bmp", 0) ! Display the bitmap "Image1.bmp" at AN 50
DspBMP(100, "Image2.bmp", 0) ! Display the bitmap "Image2.bmp" at AN 100
DspBMP(150, "Image3.bmp", 0) ! Display the bitmap "Image3.bmp" at AN 150
DspBMP(200, "Image4.bmp", 0) ! Display the bitmap "Image4.bmp" at AN 200
DspBMP(250, "Image5.bmp", 0) ! Display the bitmap "Image5.bmp" at AN 250
/* End delay so the images can be re-drawn. */
DspDelayRenderEnd();
See Also