aod: run LVGL task handler until all work finished
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@ -242,7 +242,9 @@ void DisplayApp::Refresh() {
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// If not true, then wait that amount of time
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queueTimeout = CalculateSleepTime();
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if (queueTimeout == 0) {
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lv_task_handler();
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// Keep running the task handler if it still has things to draw
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while (!lv_task_handler()) {
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};
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// Drop frames that we've missed if the loop took way longer than expected to execute
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while (queueTimeout == 0) {
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alwaysOnTickCount += 1;
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