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