// if (RedirectedAncestor())
// {
// // This is necessary when doing redirected rendering. Clean the area below this view.
// unsigned int current_alpha_blend;
// unsigned int current_src_blend_factor;
// unsigned int current_dest_blend_factor;
// GfxContext.GetRenderStates().GetBlend(current_alpha_blend, current_src_blend_factor, current_dest_blend_factor);
Hey, looks good and works well, have been using it for about a week.
Some comments:
- You've added an 'i' to the UBusMessages.h but forgot to add what it's for :)
- Please remove the commented out code:
//tick_ source_ .reset( new nux::NuxTimerTi ckSource) ; controller_ .reset( new na::AnimationCo ntroller( *tick_source_ ));
//animation_
// nux::GetGraphic sDisplay( )->GetGraphicsE ngine() ->QRP_GetCopyTe xture( >GetWidth( ), src_texture- >GetHeight( ),
// src_texture-
// layout_copy_, src_texture,
// texxform, nux::color::White);
//layout_ ->SetCopyPrevio usFboTexture( false);
//(opening_row_y_ - layout_ ->GetY( ))/(float) layout_ ->GetHeight( );
//SetCopyPrevio usFboTexture( false);
//SetRedirectRe nderingToTextur e(true) ; usFboTexture( false);
//SetCopyPrevio
// if (RedirectedAnce stor()) alpha_blend; src_blend_ factor; dest_blend_ factor; GetRenderStates ().GetBlend( current_ alpha_blend, current_ src_blend_ factor, current_ dest_blend_ factor) ;
// {
// // This is necessary when doing redirected rendering. Clean the area below this view.
// unsigned int current_
// unsigned int current_
// unsigned int current_
// GfxContext.
// GfxContext. GetRenderStates ().SetBlend( false); QRP_Color( GetX(), GetY(), GetWidth(), GetHeight(), nux::Color(0.0f, 0.0f, 0.0f, 0.0f));
// GfxContext.
// GfxContext. GetRenderStates ().SetBlend( current_ alpha_blend, current_ src_blend_ factor, current_ dest_blend_ factor) ;
// }
// tick_source_ .tick(g_ get_monotonic_ time()) ;
// nux::animation: :TickSource tick_source_; :AnimationContr oller animation_ controller_ ;
// nux::animation: