Brucey: wxMax2D
BlitzMax Forums/Brucey's Modules/Brucey: wxMax2D
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Drawimagerect just draws the image at the original size, rather then resizing it in wxmax2d. I understand that I can just manipulate the image via wximage->wxbitmap then render it but it would be a lot better to have it directly in wxmax2d.bmx, and not require people to change drawimagerect to some custom function. Same with drawoval -> dc.drawellipse (I think). I am using wxWidgets on a large scale project so if you are too short of time for this, I don't mind giving a crack at it, but if this is the case could you add the changes to the svn so I wouldn't have to worry about svn updates killing the edits? Time |
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Still waiting for your response, but i've started a tiny bit anyways. Simple fix to wxMax2D.mod/wxmax2d.bmx replace DrawOval method with: Method DrawOval( x0#,y0#,x1#,y1#,tx#,ty# ) dc.DrawEllipse(x0,y0,x1,y1) End Method Still: -DrawImageRect -SetBlend -SetAlpha -SetRotation edit: Is it not possible to just link max2d or something right to a wx panel/window hdc rather then having a wrapper of a wrapper? |
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I'm using those commands just fine on a wxGLCanvas. Is there a specific reason you have to do it via wxMax2d? |
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You're right, I completely missed the glmax2d example and was going off of the 'max2d' example, which used a scrollwindow instead of a glcanvas. I didn't realise it would have made that kind of difference. Sleeping pills and no sleep = retardation. Thanks/sorry. |