Comments (2)
To be honest, thinking about this more - there is always EventBinder to accomplish this as a workaround. Happy to close if no one really wants this feature.
from glwpfcontrol.
This can be done easily with the Reactive Linq
extensions, or ReactiveMarbles
code generator libs.
// Reactive Linq extensions
using ReactiveUI;
using static System.Reactive.Linq.Observable;
<snip>
this.WhenActivated(d => {
FromEvent<TimeSpan>(handler => GlWpfControl.Render += handler,
handler => GlWpfControl.Render -= handler)
.WhereNotNull()
.Select(_ =>Unit.Default)
.InvokeCommand(ViewModel.DrawCmd)
.DisposeWith(d);
});
from glwpfcontrol.
Related Issues (20)
- Create a newer DirectX Context than DirectX9 HOT 1
- Add the ability to set GLWpfControlSettings parameters within XAML. HOT 3
- Update existing properties within control to be dependency properties.
- Check for NV_DX_interop extension available and fallback mode HOT 5
- GL.Enable(EnableCap.LineSmooth) just makes lines thick? HOT 2
- Extra window created HOT 5
- More graceful way to see if OpenGL is supported or not HOT 1
- Dispose error on unitialized control HOT 1
- Update the `PackageReference` for `OpenTK` to 4.8.0. HOT 2
- Extra blank window pop-up when call Start method HOT 1
- OpenGL ES + ANGLE support? HOT 2
- How to enable Antialiasing? HOT 2
- How to use offscreen render in GLWpfControl to export a image HOT 1
- Is it possible to enable stereo with Quad Buffer? HOT 2
- Graphics Context HOT 4
- SKGLWpfControl - Stops Painting! Invalidate doesn't help. HOT 2
- How to limit frame rate HOT 1
- GLWpfControl.Loaded event doesn't seem to be called, unless an additional delegate is added HOT 2
- Memory leak in GLWpfControl (when creating multiple windows with GL WPF Controls) HOT 4
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