/// <param name="gameTime">Snapshot of the application's timing values.</param> /// <param name="renderer">Render management object.</param> /// <summary> /// Draws the window. /// </summary> internal override void Render(Renderer renderer, GameTime gameTime) { // Draw the shadow first if the window is displayed and the shadow is being used. if (Visible && Shadow) { var c = Manager.Skin.Controls[skShadow]; var l = c.Layers[lrShadow]; var cl = Color.FromNonPremultiplied(l.States.Enabled.Color.R, l.States.Enabled.Color.G, l.States.Enabled.Color.B, Alpha > 255 ? 255 : (byte)Alpha); renderer.Begin(BlendingMode.Default); renderer.DrawLayer(l, new Rectangle(Left - c.OriginMargins.Left, Top - c.OriginMargins.Top, Width + c.OriginMargins.Horizontal, Height + c.OriginMargins.Vertical), cl, 0); renderer.End(); } // Draw the window. base.Render(renderer, gameTime); }