Ejemplo n.º 1
0
void Canvas::RenderCanvas()
{
	DoThink();

	Gwen::Renderer::Base* render = m_Skin->GetRender();

	render->Begin();

		RecurseLayout( m_Skin );

		render->SetClipRegion( GetBounds() );
		render->SetRenderOffset( Gwen::Point( 0, 0 ) );
		render->SetScale( Scale() );

		if ( m_bDrawBackground )
		{
			render->SetDrawColor( m_BackgroundColor );
			render->DrawFilledRect( GetRenderBounds() );
		}

		DoRender( m_Skin );

		DragAndDrop::RenderOverlay( this, m_Skin );

		ToolTip::RenderToolTip( m_Skin );

	render->End();
}
Ejemplo n.º 2
0
void WindowCanvas::RenderCanvas()
{
	//
	// If there isn't anything going on we sleep the thread for a few ms
	// This gives some cpu time back to the os. If you're using a rendering
	// method that needs continual updates, just call canvas->redraw every frame.
	//
	if  ( !NeedsRedraw() )
	{
		Platform::Sleep( 10 );
		return;
	}

	m_bNeedsRedraw = false;

	Gwen::Renderer::Base* render = m_Skin->GetRender();

	if ( render->BeginContext( this ) )
	{
		render->Begin();

		RecurseLayout( m_Skin );

		render->SetClipRegion( GetRenderBounds() );
		render->SetRenderOffset( Gwen::Point( X() * -1, Y() * -1 ) );
		render->SetScale( Scale() );

		if ( m_bDrawBackground )
		{
			render->SetDrawColor( m_BackgroundColor );
			render->DrawFilledRect( GetRenderBounds() );
		}

		DoRender( m_Skin );

		DragAndDrop::RenderOverlay( this, m_Skin );

		ToolTip::RenderToolTip( m_Skin );

		render->End();
	}

	render->EndContext( this );

	render->PresentContext( this );
}