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My current thinking is that for starters, we need to find a way to switch canvas redraws (or gde's subscription to respond to events which trigger a redraw) on and off by providing a C++ and QRL function like gde_stop_redraws(), gde_start_redraws(). So in the case of a table save, we'd turn redraws off when the save begins and turn it back on when it ends.
Redraw events coming while gde_stop_redraws() is active should not be queued, but simply be discarded. In this stage, it is the responsibility of the developer who will use these 2 functions, to make sure that switching redraws off and back on won't create any side effects.
In a 2nd phase we can possibly implement some smart algorithm which batches redraw actions into a single redraw sort of automatically.