示例#1
0
        /// <summary>
        /// Recursive rendering logic.
        /// </summary>
        /// <param name="skin">Skin to use.</param>
        /// <param name="clipRect">Clipping rectangle.</param>
        protected virtual void RenderRecursive(Skin.SkinBase skin, Rectangle clipRect)
        {
            Renderer.RendererBase render = skin.Renderer;
            Point oldRenderOffset        = render.RenderOffset;

            render.AddRenderOffset(clipRect);

            RenderUnder(skin);

            Rectangle oldRegion = render.ClipRegion;

            if (ShouldClip)
            {
                render.AddClipRegion(RenderBounds);

                if (!render.ClipRegionVisible)
                {
                    render.RenderOffset = oldRenderOffset;
                    render.ClipRegion   = oldRegion;
                    return;
                }

                render.StartClip();
            }

            //Render myself first
            Render(skin);

            if (m_Children.Count > 0)
            {
                //Now render my kids
                foreach (ControlBase child in m_Children)
                {
                    if (child.IsHidden)
                    {
                        continue;
                    }
                    child.DoRender(skin);
                }
            }

            render.ClipRegion = oldRegion;
            render.StartClip();
            RenderOver(skin);

            RenderFocus(skin);

            render.RenderOffset = oldRenderOffset;
        }
示例#2
0
        /// <summary>
        /// Renders the control to a cache using specified skin.
        /// </summary>
        /// <param name="skin">Skin to use.</param>
        /// <param name="master">Root parent.</param>
        protected virtual void DoCacheRender(Skin.SkinBase skin, ControlBase master)
        {
            Renderer.RendererBase    render = skin.Renderer;
            Renderer.ICacheToTexture cache  = render.CTT;

            if (cache == null)
            {
                return;
            }

            Point     oldRenderOffset = render.RenderOffset;
            Rectangle oldRegion       = render.ClipRegion;

            if (this != master)
            {
                render.AddRenderOffset(Bounds);
                render.AddClipRegion(Bounds);
            }
            else
            {
                render.RenderOffset = Point.Empty;
                render.ClipRegion   = new Rectangle(0, 0, Width, Height);
            }

            if (m_CacheTextureDirty && render.ClipRegionVisible)
            {
                render.StartClip();

                if (ShouldCacheToTexture)
                {
                    cache.SetupCacheTexture(this);
                }

                //Render myself first
                //var old = render.ClipRegion;
                //render.ClipRegion = Bounds;
                //var old = render.RenderOffset;
                //render.RenderOffset = new Point(Bounds.X, Bounds.Y);
                Render(skin);
                //render.RenderOffset = old;
                //render.ClipRegion = old;

                if (m_Children.Count > 0)
                {
                    //Now render my kids
                    foreach (ControlBase child in m_Children)
                    {
                        if (child.IsHidden)
                        {
                            continue;
                        }
                        child.DoCacheRender(skin, master);
                    }
                }

                if (ShouldCacheToTexture)
                {
                    cache.FinishCacheTexture(this);
                    m_CacheTextureDirty = false;
                }
            }

            render.ClipRegion = oldRegion;
            render.StartClip();
            render.RenderOffset = oldRenderOffset;

            if (ShouldCacheToTexture)
            {
                cache.DrawCachedControlTexture(this);
            }
        }