internal void UpdateLayers(IRenderingUnit renderingUnit) { this.renderingUnit = renderingUnit; foreach (KeyValuePair <string, TSurface> pair in layers) { GraphicsContext.DisposeSurface(pair.Value); } layers.Clear(); foreach (IRenderingLayer layer in renderingUnit.Layers.Values) { layers.Add(layer.Name, GraphicsContext.CreateTarget(layer.LayerSize.Width, layer.LayerSize.Height)); } /*ScreenResolution.Width = LockedResolutionWidth; * ScreenResolution.Height = (int)(newSize.Height / ((float)newSize.Width / LockedResolutionWidth)); * * if (View != null) graphicsContext.DisposeSurface(View); * View = graphicsContext.CreateTarget(ScreenResolution.Width + 1, ScreenResolution.Height + 1);*/ }
public void DisposeSurface() => GraphicsContext.DisposeSurface(Surface);