PenStrokeCap.Triangle
Action
s etc isn't really scalable
the methods that the impl call
Ehm. I'm not sure that *Impl
call anything
Eventually, our do_draw will draw to a global GdkPixmap and we will paint this pixmap to the screen upon an expose_event. It is considered good practice to draw on a widget during its expose_event only.
IRenderSurface
or something, and have a property on the surface indicating that this should be done?
object
s
Renderer.Render
will update the scene graph and render in response to e.g. a resize
CAEAGLLayer
from non-ui thread
Render.Render()
which does the paint from pixmap to window, and something like Renderer.ImmediateRender()
which does the "forced" render
Render.Render()
is a noop
Task.Wait()
call or something
IRenderSurface
interface make sense to you?
IRenderSurface.SupportsThreadedRender
would make sense
CreateRenderTarget
Marshal.AllocHGlobal
EGL_BAD_SURFACE
((Win32.WindowImpl)window.PlatformImpl).Hwnd
to get a HWND
gdk_win32_window_get_handle
IPlatformHandle
and have something like (window.PlatformImpl as IHwnd)?.Hwnd
Avalonia.OoohLookAtMeIAmAProgrammingLanguageICanEvenShowWindowsOnDesktopHurrDurr
package