Esempio n. 1
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        /// <summary>
        /// Contains the rendering logic for this Layer2d.
        /// </summary>
        /// <remarks>
        /// The rendering logic in a Layer2d can be defined either by setting the <see cref="P:Renderer"/> property,
        ///  or by overriding this method in a subclass.
        /// In either case, the rendering routine may be a fiber that continues rendering, possibly in an infinite loop (i.e for animation),
        ///  or it can be a one-off draw something and return routine. If the first case is desired, it is recommended that
        ///  it be implemented as an asynchronous method that is processed by the postcompiler. At the least, a Future that supports cancellation
        ///  must be returned if the method does not complete synchronously.
        /// For an explanation, take an animation that continues in an indefinite loop, delaying for a certain period between iterations.
        ///  If another layer is placed atop the animation layer, and then moved, exposing a previously unexposed region of the animation layer,
        ///  that region needs to be drawn expeditiously. To accomplish that, the view system will cancel the animation's Future (as returned by
        ///  a previous invocation of this method), and immediately invoke this method again. Thus, any state needed to correctly render the layer
        ///  must not be stored in locals of an asynchronous method.
        /// </remarks>
        /// <param name='rect'>
        /// The BoundingRect into which rendering is required.
        /// </param>
        /// <param name='ctx'>
        /// The ISurface2d into which rendering is required.
        /// </param>
        protected virtual Future Render(BoundingRect rect, IContext2d ctx)
        {
            if (Renderer != null)
                return Renderer (this, rect, ctx);

            return Future.Fulfilled;
        }
Esempio n. 2
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        public void ApplyTransform(IContext2d ctx)
        {
            if (Parent != null)
                Parent.ApplyTransform (ctx);

            if (transform) {
                // transform the context relative to this layer

                ctx.Translate (Bounds.X, Bounds.Y);

                // clip the context to this layers's dimensions
                ctx.BeginPath ();
                ctx.Rect (0, 0, Bounds.Width, Bounds.Height);
                ctx.Clip ();

                // if a scale factor is set, do that too
                ctx.Scale (ScaleX, ScaleY);
            }
        }