void Base::DoRender( Gwen::Skin::Base* skin ) { // If this control has a different skin, // then so does its children. if ( m_Skin ) skin = m_Skin; // Do think Think(); Gwen::Renderer::Base* render = skin->GetRender(); if ( render->GetCTT() && ShouldCacheToTexture() ) { DoCacheRender( skin, this ); return; } Gwen::Point pOldRenderOffset = render->GetRenderOffset(); render->AddRenderOffset( GetBounds() ); RenderUnder( skin ); Gwen::Rect rOldRegion = render->ClipRegion(); render->AddClipRegion( GetBounds() ); if ( render->ClipRegionVisible() ) { render->StartClip(); //Render myself first Render( skin ); if ( !Children.empty() ) { //Now render my kids for (Base::List::iterator iter = Children.begin(); iter != Children.end(); ++iter) { Base* pChild = *iter; if ( pChild->Hidden() ) continue; pChild->DoRender( skin ); } } render->SetClipRegion( rOldRegion ); render->StartClip(); RenderOver( skin ); } else { render->SetClipRegion( rOldRegion ); } RenderFocus( skin ); render->SetRenderOffset( pOldRenderOffset ); }
void Base::RenderRecursive(Gwen::Skin::Base* skin, const Gwen::Rect& cliprect) { Gwen::Renderer::Base* render = skin->GetRender(); Gwen::Point pOldRenderOffset = render->GetRenderOffset(); render->AddRenderOffset(cliprect); RenderUnder(skin); Gwen::Rect rOldRegion = render->ClipRegion(); // // If this control is clipping, change the clip rect to ourselves // ( if not then we still clip using our parents clip rect ) // if (ShouldClip()) { render->AddClipRegion(cliprect); if (!render->ClipRegionVisible()) { render->SetRenderOffset(pOldRenderOffset); render->SetClipRegion(rOldRegion); return; } } // // Render this control and children controls // render->StartClip(); { Render(skin); if (!Children.empty()) { // Now render my kids for (Base::List::iterator iter = Children.begin(); iter != Children.end(); ++iter) { Base* pChild = *iter; if (pChild->Hidden()) continue; pChild->DoRender(skin); } } } render->EndClip(); // // Render overlay/focus // { render->SetClipRegion(rOldRegion); render->StartClip(); { RenderOver(skin); RenderFocus(skin); } render->EndClip(); render->SetRenderOffset(pOldRenderOffset); } }
void Base::DoCacheRender( Gwen::Skin::Base* skin, Gwen::Controls::Base* pMaster ) { Gwen::Renderer::Base* render = skin->GetRender(); Gwen::Renderer::ICacheToTexture* cache = render->GetCTT(); if ( !cache ) return; Gwen::Point pOldRenderOffset = render->GetRenderOffset(); Gwen::Rect rOldRegion = render->ClipRegion(); if ( this != pMaster ) { render->AddRenderOffset( GetBounds() ); render->AddClipRegion( GetBounds() ); } else { render->SetRenderOffset( Gwen::Point( 0, 0 ) ); render->SetClipRegion( GetBounds() ); } if ( m_bCacheTextureDirty && render->ClipRegionVisible() ) { render->StartClip(); if ( ShouldCacheToTexture() ) cache->SetupCacheTexture( this ); //Render myself first Render( skin ); if ( !Children.empty() ) { //Now render my kids for (Base::List::iterator iter = Children.begin(); iter != Children.end(); ++iter) { Base* pChild = *iter; if ( pChild->Hidden() ) continue; pChild->DoCacheRender( skin, pMaster ); } } if ( ShouldCacheToTexture() ) { cache->FinishCacheTexture( this ); m_bCacheTextureDirty = false; } } render->SetClipRegion( rOldRegion ); render->StartClip(); render->SetRenderOffset( pOldRenderOffset ); cache->DrawCachedControlTexture( this ); }
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(); }
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 ); }
void Base::DoCacheRender(Gwen::Skin::Base* skin, Gwen::Controls::Base* pMaster) { Gwen::Renderer::Base* render = skin->GetRender(); Gwen::Renderer::ICacheToTexture* cache = render->GetCTT(); if (!cache) return; Gwen::Point pOldRenderOffset = render->GetRenderOffset(); Gwen::Rect rOldRegion = render->ClipRegion(); if (this != pMaster) { render->AddRenderOffset(GetBounds()); render->AddClipRegion(GetBounds()); } else { render->SetRenderOffset(Gwen::Point(0, 0)); render->SetClipRegion(GetBounds()); } // See if we need to update the cached texture. Dirty? if (m_bCacheTextureDirty && render->ClipRegionVisible()) { render->StartClip(); { if (IsCachedToTexture()) cache->SetupCacheTexture(this); // Render myself first Render(skin); if (!Children.empty()) { // Now render my kids for (Base::List::iterator iter = Children.begin(); iter != Children.end(); ++iter) { Base* pChild = *iter; if (!pChild->Hidden()) { // Draw child control using normal render. If it is cached it will // be handled in the same way as this one. pChild->DoRender(skin); } } } if (IsCachedToTexture()) { cache->FinishCacheTexture(this); m_bCacheTextureDirty = false; } } render->EndClip(); } // Draw the cached texture. render->SetClipRegion(rOldRegion); render->StartClip(); { render->SetRenderOffset(pOldRenderOffset); cache->DrawCachedControlTexture(this); } render->EndClip(); }