/// <summary> /// Render the specified target, projection, layers, zoomFactor and coordinate. /// </summary> /// <param name="target">The target to render on.</param> /// <param name="projection">The projection being used to render.</param> /// <param name="layers">The layers to rendering in the given order.</param> /// <param name="view">The view to show.</param> /// <param name="viewRender">The view to determine what to render. It may be needed to render a bit more along the edges.</param> /// <param name="zoomFactor">The zoom factor relative to the projection.</param> public bool Render(TTarget target, IProjection projection, List <Layer> layers, View2D view, View2D viewRender, float zoomFactor) { // create and concatenate primitives from all layers. IEnumerable <Primitive2D> primitives = new List <Primitive2D>(); // calculate zoom level. var zoomLevel = (float)projection.ToZoomLevel(zoomFactor); // draw all layers seperatly but in the correct order. var scenes = new List <Scene2D>(); for (int layerIdx = 0; layerIdx < layers.Count; layerIdx++) { if (layers[layerIdx].IsLayerVisibleFor(zoomLevel)) { primitives = primitives.Concat( layers[layerIdx].Get(zoomFactor, viewRender)); } } // get the backcolor. int?backcolor = null; if (layers.Count > 0) { // use the backcolor of the first layer. backcolor = layers[0].BackColor; } // render the scenes. return(_renderer.Render(target, view, zoomFactor, primitives, backcolor)); }
/// <summary> /// Render the specified target, projection, layers, zoomFactor and coordinate. /// </summary> /// <param name="target">Target.</param> /// <param name="projection">Projection.</param> /// <param name="layers">Layers.</param> /// <param name="view">View</param> public bool Render(TTarget target, List <ILayer> layers, View2D view) { // create the view for this control. // Target2DWrapper<TTarget> target2DWrapper = _renderer.CreateTarget2DWrapper(target); // draw all layers seperatly but in the correct order. var scenes = new List <Scene2D>(); for (int layerIdx = 0; layerIdx < layers.Count; layerIdx++) { // get the layer. scenes.Add(layers[layerIdx].Scene); } // render the scenes. return(_renderer.Render(target, scenes, view)); }
/// <summary> /// Render the specified target, projection, layers, zoomFactor and coordinate. /// </summary> /// <param name="target">Target.</param> /// <param name="projection">Projection.</param> /// <param name="layers">Layers.</param> /// <param name="view">View</param> /// <param name="zoomFactor">View</param> public bool Render(TTarget target, List <Layer> layers, View2D view, float zoomFactor) { // create and concatenate primitives from all layers. IEnumerable <Primitive2D> primitives = new List <Primitive2D>(); // draw all layers seperatly but in the correct order. var scenes = new List <Scene2D>(); for (int layerIdx = 0; layerIdx < layers.Count; layerIdx++) { primitives = primitives.Concat( layers[layerIdx].Get(zoomFactor, view)); } // render the scenes. return(_renderer.Render(target, view, zoomFactor, primitives)); }
public void Draw() { CanvasRenderer.Render(); if (RectTool != null) { RectTool.DrawShape(MousePos); } }
public void Draw() { Renderer2D.Render(); }
protected void Render() { GeneralRenderer.Render(); UiRenderer.Render(); }