void RoomModel::traverseNode() { /* Based on some condition you may/may-not want to render. */ renderRoom(); }
void MapperRoomRender::render(int dc_x, int dc_y, const Room *r, int type) { if (type == 0) renderRoom(dc_x, dc_y, r); else if (type == 1) { renderRoom(dc_x, dc_y, r); renderShadow(dc_x, dc_y); } else if (type == 2) { RECT pos = { dc_x,dc_y,dc_x+m_size,dc_y+m_size } ; CMemoryDC mdc(m_hdc, pos); m_hdc = mdc; renderHole(dc_x, dc_y, r); renderShadow(dc_x, dc_y); mdc.BitBlt(dc_x,dc_y,m_size,m_size,m_dc,dc_x,dc_y, SRCINVERT); m_hdc = m_dc; } }
void Room::render(Tile *tiles, TileFactory *tileFactory) { renderRoom(tiles, tileFactory); }