Example #1
0
void SGDisplayDATATYPE::HandleRedraw(SGRedrawInfo *RedrawInfo, SGMiscInfo *MiscInfo)
{
	// First, inform the system that we are about to start rendering this item
	StartRendering(RedrawInfo, MiscInfo);

	DocRect MyRect(FormatRect);		// Get my redraw position from the cached FormatRect

	RenderRegion *Renderer = RedrawInfo->Renderer;

	INT32 OnePixel  = (INT32) DevicePixels(MiscInfo, 1);
	INT32 TwoPixels = (INT32) DevicePixels(MiscInfo, 2);

	Renderer->SetLineWidth(0);
	Renderer->SetLineColour(RedrawInfo->Transparent);

	// First, render the icon at the left end of our rectangle
	DocRect IconRect(MyRect);
	IconRect.hi.x = IconRect.lo.x + IconRect.Height();	// Make it a square
	MyRect.lo.x = IconRect.hi.x + TwoPixels;			// And exclude it from 'MyRect'

	// Redraw the icon
	GridLockRect(MiscInfo, &IconRect);			// Ensure it maps exactly to specific pixels
	IconRect.Inflate(-OnePixel, -OnePixel);		// Leave a bit of space around the edge

	Renderer->SetFillColour(DocColour(COLOUR_RED));
	Renderer->DrawRect(&IconRect);

	GridLockRect(MiscInfo, &MyRect);			// Ensure the new 'MyRect' is pixel-grid-aligned

	// Set up the colours for rendering our text, and fill the background if selected
	if (Flags.Selected)
	{
		// Fill the entire background with the 'selected' colour, so we don't
		// get gaps between bits of text or uneven rectangles in multiple selections
		Renderer->SetFillColour(RedrawInfo->SelBackground);
		Renderer->DrawRect(&MyRect);
		Renderer->SetFixedSystemTextColours(&RedrawInfo->SelForeground, &RedrawInfo->SelBackground);
	}
	else
		Renderer->SetFixedSystemTextColours(&RedrawInfo->Foreground, &RedrawInfo->Background);

	MyRect.lo.x += SG_GapBeforeText;	// Leave a small gap before text begins

	// And render the text
	String_256 MyText;
	GetNameText(&MyText);
	Renderer->DrawFixedSystemText(&MyText, MyRect);				

	// Finally, inform the system that we have completed rendering this item
	StopRendering(RedrawInfo, MiscInfo);
}