// top border
Texture(surface, Vector<int>(RepeatWidth(), BorderHeight()), Vector<int>(offset.X() + BorderWidth(), offset.Y()))
- .Render(dest, Vector<int>(position.X() + BorderWidth(), position.Y()), Vector<int>(position.X() + width - BorderWidth(), position.Y() + BorderHeight()));
+ .Draw(dest, Vector<int>(position.X() + BorderWidth(), position.Y()), Vector<int>(position.X() + width - BorderWidth(), position.Y() + BorderHeight()));
// top-right corner
srcRect.x = offset.X() + RepeatWidth() + BorderWidth();
// left border
Texture(surface, Vector<int>(BorderWidth(), RepeatHeight()), Vector<int>(offset.X(), offset.Y() + BorderHeight()))
- .Render(dest, Vector<int>(position.X(), position.Y() + BorderHeight()), Vector<int>(position.X() + BorderWidth(), position.Y() + height - BorderHeight()));
+ .Draw(dest, Vector<int>(position.X(), position.Y() + BorderHeight()), Vector<int>(position.X() + BorderWidth(), position.Y() + height - BorderHeight()));
// center fill
Texture(surface, RepeatSize(), Vector<int>(offset.X() + BorderWidth(), offset.Y() + BorderHeight()))
- .Render(dest, position + BorderSize(), position + Vector<int>(width, height) - BorderSize());
+ .Draw(dest, position + BorderSize(), position + Vector<int>(width, height) - BorderSize());
// right border
Texture(surface, Vector<int>(BorderWidth(), RepeatHeight()), Vector<int>(offset.X() + BorderWidth() + RepeatWidth(), offset.Y() + BorderHeight()))
- .Render(dest, Vector<int>(position.X() + width - BorderWidth(), position.Y() + BorderHeight()), Vector<int>(position.X() + width, position.Y() + height - BorderHeight()));
+ .Draw(dest, Vector<int>(position.X() + width - BorderWidth(), position.Y() + BorderHeight()), Vector<int>(position.X() + width, position.Y() + height - BorderHeight()));
// bottom-left corner
srcRect.x = offset.X();
// bottom border
Texture(surface, Vector<int>(RepeatWidth(), BorderHeight()), Vector<int>(offset.X() + BorderWidth(), offset.Y() + BorderHeight() + RepeatHeight()))
- .Render(dest, Vector<int>(position.X() + BorderWidth(), position.Y() + height - BorderHeight()), Vector<int>(position.X() + width - BorderWidth(), position.Y() + height));
+ .Draw(dest, Vector<int>(position.X() + BorderWidth(), position.Y() + height - BorderHeight()), Vector<int>(position.X() + width - BorderWidth(), position.Y() + height));
// bottom-right corner
srcRect.x = offset.X() + BorderWidth() + RepeatWidth();
Vector<int> target(
cursor.X() + parent->Res().capsuleSelectTopLeft->Width(),
cursor.Y() + numClasses * parent->Res().capsuleSelectLadder->Height());
- parent->Res().capsuleSelectLeftRepeat->Render(screen, cursor, target);
+ parent->Res().capsuleSelectLeftRepeat->Draw(screen, cursor, target);
cursor.Y() = target.Y();
parent->Res().capsuleSelectBottomLeft->Draw(screen, cursor);
cursor.X() += parent->Res().capsuleSelectTopLeft->Width();
target = Vector<int>(
cursor.X() + parent->Res().capsuleSelectTopRight->Width(),
cursor.Y() + numClasses * parent->Res().capsuleSelectLadder->Height());
- parent->Res().capsuleSelectRightRepeat->Render(screen, cursor, target);
+ parent->Res().capsuleSelectRightRepeat->Draw(screen, cursor, target);
cursor.Y() = target.Y();
parent->Res().capsuleSelectBottomRight->Draw(screen, cursor);
}