//----------------------------------------------------------------------- //----------------------------------------------------------------------- // 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. /// public class RenderActivityAttribute : Attribute { internal bool _isRenderProgress; internal int _priority; public RenderActivityAttribute(RenderPriority priority, bool IsRenderProgress) { _priority = (int)priority; _isRenderProgress = IsRenderProgress; } public RenderActivityAttribute(int priority, bool IsRenderProgress) { _priority = priority; _isRenderProgress = IsRenderProgress; } public int Priority { get => _priority; set => _priority = value; } } /// /// 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, } }