ui: one badge per enabled signal, an N signals overflow, and the order kept in memory

This commit is contained in:
Martino Ferrari committed 2026-11-03 01:19:13 +01:00
1 parent ad5e30f338
commit f27925da59
6 files changed
+213 -3

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+7 -1
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@@ -4673,7 +4673,10 @@ void run_app_action(App& app, AppAction action) {
toggle(app.cursors_toggle);
break;
case AppAction::ShowMeasure: dock_show_section(app, "measure"); break;
case AppAction::ShowSignals: slideover_toggle(app, "signals"); break;
case AppAction::ShowSignals:
// The `+` badge is insensitive without signals; so is its shortcut.
if (!app.model->signals().empty()) slideover_toggle(app, "signals");
break;
case AppAction::LayoutEditor:
toggle(app.layout_toggle);
break;
@@ -5887,6 +5890,9 @@ int run_ui(int argc, char** argv, const Config& cfg, ScopeModel& model, Acquisit
if (const char* env = g_getenv("UDPSCOPE_PROBE_BADGES_MS")) {
g_timeout_add(static_cast<guint>(std::atoi(env)), badges_probe, &app);
}
if (const char* env = g_getenv("UDPSCOPE_PROBE_SIGNAL_BADGES_MS")) {
g_timeout_add(static_cast<guint>(std::atoi(env)), signal_badges_probe, &app);
}
if (const char* env = g_getenv("UDPSCOPE_PROBE_SIGNAL_PAGES_MS")) {
g_timeout_add(static_cast<guint>(std::atoi(env)), signal_page_probe, &app);
}