/// <summary> /// Renders the canvas. Call in your rendering loop. /// </summary> public void RenderCanvas() { DoThink(); Skin.SkinBase skin = Skin; Renderer.RendererBase render = skin.Renderer; render.Begin(); render.ClipRegion = Bounds; render.RenderOffset = Point.Zero; if (ShouldDrawBackground) { render.DrawColor = m_BackgroundColor; render.DrawFilledRect(RenderBounds); } DoRender(skin); DragAndDrop.RenderOverlay(this, skin); Gwen.Net.ToolTip.RenderToolTip(skin); render.EndClip(); render.End(); }
/// <summary> /// Renders the canvas. Call in your rendering loop. /// </summary> public void RenderCanvas() { DoThink(); Renderer.Base render = Skin.Renderer; render.Begin(); RecurseLayout(Skin); render.ClipRegion = Bounds; render.RenderOffset = Point.Empty; render.Scale = Scale; if (ShouldDrawBackground) { render.DrawColor = m_BackgroundColor; render.DrawFilledRect(RenderBounds); } DoRender(Skin); DragAndDrop.RenderOverlay(this, Skin); Gwen.ToolTip.RenderToolTip(Skin); render.EndClip(); render.End(); }
/// <summary> /// Renders the canvas. Call in your rendering loop. /// </summary> public void RenderCanvas() { Update(); Renderers.Renderer render = Skin.Renderer; render.Begin(); RecurseLayout(Skin); render.ClipRegion = Bounds; render.RenderOffset = new Vector2i(0, 0); render.Scale = Scale; if (ShouldDrawBackground) { render.DrawColor = m_BackgroundColor; render.DrawFilledRect(RenderBounds); } DoRender(Skin); DragAndDrop.RenderOverlay(this, Skin); GUI.ToolTip.RenderToolTip(Skin); render.EndClip(); render.End(); }