mirror of https://github.com/buggins/dlangui.git
a little optimization
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de42d281b6
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@ -46,10 +46,8 @@ class GLDrawBuf : DrawBuf, GLConfigCallback {
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@property Scene scene() { return _scene; }
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this(int dx, int dy, bool framebuffer = false) {
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_dx = dx;
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_dy = dy;
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resize(dx, dy);
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_framebuffer = framebuffer;
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resetClipping();
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}
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/// returns current width
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@ -65,7 +63,6 @@ class GLDrawBuf : DrawBuf, GLConfigCallback {
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/// reserved for hardware-accelerated drawing - begins drawing batch
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override void beforeDrawing() {
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resetClipping();
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_alpha = 0;
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if (_scene !is null) {
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_scene.reset();
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@ -422,12 +422,13 @@ class SDLWindow : Window {
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float b = ((_backgroundColor >> 0) & 255) / 255.0f;
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glClearColor(r, g, b, a);
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glClear(GL_COLOR_BUFFER_BIT);
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GLDrawBuf buf = new GLDrawBuf(_dx, _dy, false);
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buf.beforeDrawing();
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onDraw(buf);
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buf.afterDrawing();
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if (!_drawbuf)
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_drawbuf = new GLDrawBuf(_dx, _dy);
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_drawbuf.resize(_dx, _dy);
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_drawbuf.beforeDrawing();
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onDraw(_drawbuf);
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_drawbuf.afterDrawing();
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SDL_GL_SwapWindow(_win);
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destroy(buf);
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}
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} else {
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// Select the color for drawing.
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@ -441,10 +442,9 @@ class SDLWindow : Window {
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if (!_drawbuf)
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_drawbuf = new ColorDrawBuf(_dx, _dy);
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_drawbuf.resize(_dx, _dy);
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_drawbuf.resetClipping();
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_drawbuf.fill(_backgroundColor);
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onDraw(_drawbuf);
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draw(_drawbuf);
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draw(cast(ColorDrawBuf)_drawbuf);
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// Up until now everything was drawn behind the scenes.
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// This will show the new, red contents of the window.
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@ -452,7 +452,7 @@ class SDLWindow : Window {
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}
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}
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ColorDrawBuf _drawbuf;
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DrawBuf _drawbuf;
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//bool _exposeSent;
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void processExpose() {
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