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void LensBar::Draw(nux::GraphicsEngine& gfx_context, bool force_draw)
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void LensBar::Draw(nux::GraphicsEngine& graphics_engine, bool force_draw)
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nux::Geometry const& base = GetGeometry();
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gfx_context.PushClippingRectangle(base);
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nux::GetPainter().PaintBackground(gfx_context, base);
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graphics_engine.PushClippingRectangle(base);
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bg_layer_->SetGeometry(base);
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nux::GetPainter().RenderSinglePaintLayer(gfx_context, base, bg_layer_.get());
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nux::GetPainter().RenderSinglePaintLayer(graphics_engine, base, bg_layer_.get());
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gfx_context.PopClippingRectangle();
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graphics_engine.PopClippingRectangle();
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void LensBar::DrawContent(nux::GraphicsEngine& gfx_context, bool force_draw)
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void LensBar::DrawContent(nux::GraphicsEngine& graphics_engine, bool force_draw)
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nux::Geometry const& base = GetGeometry();
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gfx_context.PushClippingRectangle(base);
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nux::GetPainter().PushLayer(gfx_context, bg_layer_->GetGeometry(), bg_layer_.get());
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layout_->ProcessDraw(gfx_context, force_draw);
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nux::GetPainter().PopBackground();
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graphics_engine.PushClippingRectangle(base);
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int pushed_paint_layers = 0;
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if(RedirectedAncestor())
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unsigned int alpha = 0, src = 0, dest = 0;
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graphics_engine.GetRenderStates().GetBlend(alpha, src, dest);
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// This is necessary when doing redirected rendering.
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// Clean the area below this view before drawing anything.
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graphics_engine.GetRenderStates().SetBlend(false);
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graphics_engine.QRP_Color(GetX(), GetY(), GetWidth(), GetHeight(), nux::Color(0.0f, 0.0f, 0.0f, 0.0f));
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graphics_engine.GetRenderStates().SetBlend(alpha, src, dest);
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nux::GetPainter().RenderSinglePaintLayer(graphics_engine, bg_layer_->GetGeometry(), bg_layer_.get());
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//nux::GetPainter().PushDrawLayer(graphics_engine, bg_layer_->GetGeometry(), bg_layer_.get());
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else if (!IsFullRedraw())
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++pushed_paint_layers;
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nux::GetPainter().PushLayer(graphics_engine, bg_layer_->GetGeometry(), bg_layer_.get());
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layout_->ProcessDraw(graphics_engine, true);
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if (pushed_paint_layers)
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nux::GetPainter().PopBackground(pushed_paint_layers);
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for (auto icon: icons_)