daily update on 20240328 by nitload youmu, building thread blueprint
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="FormThreadAttribute.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace StgSharp.Graphics
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{
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/// <summary>
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/// Mark that a method in a <see cref="Form"/>
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/// should be called when rendering.
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/// </summary>
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public class RenderActivityAttribute : Attribute
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{
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internal bool _isRenderProgress;
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internal int _priority;
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public RenderActivityAttribute(RenderPriority priority, bool IsRenderProgress)
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{
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_priority = (int)priority; _isRenderProgress = IsRenderProgress;
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}
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public RenderActivityAttribute(int priority, bool IsRenderProgress)
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{
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_priority = priority; _isRenderProgress = IsRenderProgress;
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}
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public int Priority { get => _priority; set => _priority = value; }
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}
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/// <summary>
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/// Priority level of a render activity.
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/// </summary>
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public enum RenderPriority: int
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{
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/// <summary>
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/// One level higher than <see cref="RenderPriority.Default"/>.
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/// </summary>
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Pre_1 = -1,
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/// <summary>
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/// Two level higher than <see cref="RenderPriority.Default"/>.
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/// </summary>
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Pre_2 = -2,
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/// <summary>
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/// Three level higher than <see cref="RenderPriority.Default"/>.
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/// </summary>
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Pre_3 = -3,
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/// <summary>
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/// One level lower than <see cref="RenderPriority.Default"/>.
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/// </summary>
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Aft_1 = 1,
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/// <summary>
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/// Two level lower than <see cref="RenderPriority.Default"/>.
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/// </summary>
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Aft_2 = 2,
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/// <summary>
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/// Three level lower than <see cref="RenderPriority.Default"/>.
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/// </summary>
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Aft_3 = 3,
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/// <summary>
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/// Highest priority, in <see cref="RenderPriority"/>, it is <see cref="Pre_3"/>.
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/// </summary>
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Highest = Pre_3,
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/// <summary>
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/// Default priority, usually <see cref="Form.Main"/> is in this priority.
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/// </summary>
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Default = 0,
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/// <summary>
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/// Lowest priority, in <see cref="RenderPriority"/>, it is <see cref="Aft_3"/>.
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/// </summary>
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Least = Aft_3,
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}
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}
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