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Use thread color for collapsed zones.
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parent
36b2b8f71f
commit
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@ -2829,11 +2829,11 @@ int View::DrawZoneLevel( const Vector<ZoneEvent*>& vec, bool hover, double pxns,
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while( it < zitend )
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while( it < zitend )
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{
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{
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auto& ev = **it;
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auto& ev = **it;
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const auto color = GetZoneColor( ev, tid, depth );
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const auto end = m_worker.GetZoneEnd( ev );
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const auto end = m_worker.GetZoneEnd( ev );
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const auto zsz = std::max( ( end - ev.Start() ) * pxns, pxns * 0.5 );
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const auto zsz = std::max( ( end - ev.Start() ) * pxns, pxns * 0.5 );
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if( zsz < MinVisSize )
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if( zsz < MinVisSize )
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{
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{
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const auto color = GetThreadColor( tid, depth );
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int num = 0;
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int num = 0;
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const auto px0 = ( ev.Start() - m_vd.zvStart ) * pxns;
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const auto px0 = ( ev.Start() - m_vd.zvStart ) * pxns;
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auto px1 = ( end - m_vd.zvStart ) * pxns;
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auto px1 = ( end - m_vd.zvStart ) * pxns;
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@ -2906,6 +2906,7 @@ int View::DrawZoneLevel( const Vector<ZoneEvent*>& vec, bool hover, double pxns,
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}
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}
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else
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else
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{
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{
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const auto color = GetZoneColor( ev, tid, depth );
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const char* zoneName = m_worker.GetZoneName( ev );
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const char* zoneName = m_worker.GetZoneName( ev );
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int dmul = ev.text.active ? 2 : 1;
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int dmul = ev.text.active ? 2 : 1;
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