/* ** Draws the solid background & bevel if such are defined */ bool Meter::Draw(Gfx::Canvas& canvas) { if (IsHidden()) return false; canvas.SetAntiAliasing(m_AntiAlias); if (m_SolidColor.a != 0.0f || m_SolidColor2.a != 0.0f) { const FLOAT x = (FLOAT)GetX(); const FLOAT y = (FLOAT)GetY(); const D2D1_RECT_F r = D2D1::RectF(x, y, x + (FLOAT)m_W, y + (FLOAT)m_H); if (m_SolidColor.r == m_SolidColor2.r && m_SolidColor.g == m_SolidColor2.g && m_SolidColor.b == m_SolidColor2.b && m_SolidColor.a == m_SolidColor2.a) { canvas.FillRectangle(r, m_SolidColor); } else { canvas.FillGradientRectangle(r, m_SolidColor, m_SolidColor2, (FLOAT)m_SolidAngle); } } if (m_SolidBevel != BEVELTYPE_NONE) { D2D1_COLOR_F lightColor = D2D1::ColorF(D2D1::ColorF::White); D2D1_COLOR_F darkColor = D2D1::ColorF(D2D1::ColorF::Black); if (m_SolidBevel == BEVELTYPE_DOWN) { lightColor = D2D1::ColorF(D2D1::ColorF::Black); darkColor = D2D1::ColorF(D2D1::ColorF::White); } // The bevel is drawn outside the meter const FLOAT x = (FLOAT)GetX(); const FLOAT y = (FLOAT)GetY(); const D2D1_RECT_F rect = D2D1::RectF(x - 2.0f, y - 2.0f, x + (FLOAT)m_W + 2.0f, y + (FLOAT)m_H + 2.0f); DrawBevel(canvas, rect, lightColor, darkColor); } return true; }