void CGUIWindowTestPattern::Render()
{
#if defined(HAS_SDL_OPENGL)
  int top = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.top;
  int bottom = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.bottom;
  int left = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.left;
  int right = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.right;

  glDisable(GL_TEXTURE_2D);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  switch (m_pattern)
  {
    case 0:
      DrawContrastBrightnessPattern(top, left, bottom, right);
      break;

    case 1:
      DrawVerticalLines(top, left, bottom, right);
      break;

    case 2:
      DrawHorizontalLines(top, left, bottom, right);
      break;

    case 3:
      DrawCheckers(top, left, bottom, right);
      break;

    case 4:
      DrawBouncingRectangle(top, left, bottom, right);
      break;
  }

  glEnable(GL_TEXTURE_2D);
#endif

  CGUIWindow::Render();
}
void CGUIWindowTestPattern::Render()
{
  BeginRender();
  const RESOLUTION_INFO info = g_graphicsContext.GetResInfo();

  int top    = info.Overscan.top;
  int bottom = info.Overscan.bottom;
  int left   = info.Overscan.left;
  int right  = info.Overscan.right;

  switch (m_pattern)
  {
    case 0:
      DrawContrastBrightnessPattern(top, left, bottom, right);
      break;

    case 1:
      DrawVerticalLines(top, left, bottom, right);
      break;

    case 2:
      DrawHorizontalLines(top, left, bottom, right);
      break;

    case 3:
      DrawCheckers(top, left, bottom, right);
      break;

    case 4:
      DrawBouncingRectangle(top, left, bottom, right);
      break;
  }

  EndRender();

  CGUIWindow::Render();
}
void CGUIWindowTestPattern::Render()
{
  BeginRender();

  int top = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.top;
  int bottom = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.bottom;
  int left = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.left;
  int right = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.right;

  switch (m_pattern)
  {
    case 0:
      DrawContrastBrightnessPattern(top, left, bottom, right);
      break;

    case 1:
      DrawVerticalLines(top, left, bottom, right);
      break;

    case 2:
      DrawHorizontalLines(top, left, bottom, right);
      break;

    case 3:
      DrawCheckers(top, left, bottom, right);
      break;

    case 4:
      DrawBouncingRectangle(top, left, bottom, right);
      break;
  }

  EndRender();

  CGUIWindow::Render();
}