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- Move all shape painting out of MythUIShape and into the painter classes. This means MythUIShape no longer caches the rendered image and the individual painter classes are free to optimise/accelerate rendering as appropriate. - Clean up the MythPainter interface on the basis of using QBrush and QPen explicitly in all cases. - Update MythGuideGrid for API changes (and to a lesser extent MythUIType) - Consolidate all text, rectangle, rounded rectangle and ellipse drawing and cacheing in the base MythPainter class. This essentially means the base class now handles all CPU based rendering and cacheing with the derived classes free to implement hardware cacheing (i.e. OpenGL/D3D textures) and accelerated rendering. - Use accelerated rendering for basic square rectangles with no gradient for OpenGL and Direct3D9. All told, this greatly simplifies the code, should make it a little more comprehensible, ensures the correct classes are doing the painting and implements the beginnings of properly accelerated rendering for some shapes. A customised theme (using only basic rectangles) should now give, for example, accelerated OpenGL ES rendering with a small memory footprint on embedded devices.
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Mark Kendall
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Mar 8, 2011
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