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2 changed files with 648 additions and 321 deletions

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@ -166,15 +166,19 @@ end;
procedure TMainForm.Run;
const
BufSize = 2048; { Read buffer -- 8x larger than 255-byte string limit }
RenderMs = 50; { Minimum ms between renders during bulk flow (20 fps) }
BufSize = 2048; { Read buffer -- 8x larger than 255-byte string limit }
var
Msg: TMsg;
Buf: array[0..BufSize - 1] of Char;
Len: Integer;
HasData: Boolean;
Msg: TMsg;
Buf: array[0..BufSize - 1] of Char;
Len: Integer;
HasData: Boolean;
Now: Longint;
LastRenderTick: Longint;
begin
Show;
FDone := False;
FDone := False;
LastRenderTick := GetTickCount;
while not FDone do
begin
{ Process all pending Windows messages (keyboard, paint, scrollbar) }
@ -192,8 +196,8 @@ begin
if FDone then
Break;
{ Drain all available serial data. WriteDeferredBuf renders each }
{ character run immediately via ExtTextOut -- no deferred pass. }
{ Drain all available serial data before rendering. Reads up to }
{ 2048 bytes per call, bypassing the 255-byte short string limit. }
{ Messages are checked between chunks so keyboard stays responsive. }
HasData := False;
if FComm.PortOpen then
@ -221,11 +225,16 @@ begin
if FDone then
Break;
{ Blink + dirty-row pass. During normal data flow, WriteDeferredBuf }
{ already rendered inline so FlipToScreen is a no-op. Only blink }
{ toggle (every 500ms) or scrollbar updates produce dirty rows here. }
FAnsi.TickBlink;
FAnsi.FlipToScreen;
{ Render throttle: during bulk data flow, only render every RenderMs }
{ to decouple parse throughput from GDI overhead. When idle, render }
{ immediately for interactive responsiveness. }
Now := GetTickCount;
if (not HasData) or (Now - LastRenderTick >= RenderMs) then
begin
FAnsi.TickBlink;
FAnsi.FlipToScreen;
LastRenderTick := Now;
end;
{ Yield CPU to other apps when no serial data is flowing. }
{ PM_NOYIELD keeps message draining fast; Yield here gives other }