More fixes.
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@ -82,7 +82,7 @@ static void onWM_PAINT(uiArea *a)
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// instead, simply drop the render target
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// we'll get another WM_PAINT and make the render target again
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// TODO would this require us to invalidate the entire client area?
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ID2D1HwndRenderTarget_Release(a->rt);
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a->rt->Release();;
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a->rt = NULL;
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break;
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default:
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@ -123,7 +123,7 @@ void areaDrawOnResize(uiArea *a, RECT *newClient)
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size.height = newClient->bottom - newClient->top;
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// don't track the error; we'll get that in EndDraw()
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// see https://msdn.microsoft.com/en-us/library/windows/desktop/dd370994%28v=vs.85%29.aspx
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ID2D1HwndRenderTarget_Resize(a->rt, &size);
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a->rt->Resize(&size);
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// according to Rick Brewster, we must always redraw the entire client area after calling ID2D1RenderTarget::Resize() (see http://stackoverflow.com/a/33222983/3408572)
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// we used to have a uiAreaHandler.RedrawOnResize() method to decide this; now you know why we don't anymore
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