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stgsharp/源代码/StgSharp/Graphics/Form/FormThreadAttribute.cs
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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// 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
{
/// <summary>
/// Mark that a method in a <see cref="Form"/>
/// should be called when rendering.
/// </summary>
[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;
}
/// <summary>
/// Priority level of a render activity.
/// </summary>
public enum RenderPriority : int
{
/// <summary>
/// One level higher than <see cref="RenderPriority.Default"/>.
/// </summary>
Pre_1 = -1,
/// <summary>
/// Two level higher than <see cref="RenderPriority.Default"/>.
/// </summary>
Pre_2 = -2,
/// <summary>
/// Three level higher than <see cref="RenderPriority.Default"/>.
/// </summary>
Pre_3 = -3,
/// <summary>
/// One level lower than <see cref="RenderPriority.Default"/>.
/// </summary>
Aft_1 = 1,
/// <summary>
/// Two level lower than <see cref="RenderPriority.Default"/>.
/// </summary>
Aft_2 = 2,
/// <summary>
/// Three level lower than <see cref="RenderPriority.Default"/>.
/// </summary>
Aft_3 = 3,
/// <summary>
/// Highest priority, in <see cref="RenderPriority"/>, it is <see cref="Pre_3"/>.
/// </summary>
Highest = Pre_3,
/// <summary>
/// Default priority, usually <see cref="Form.Main"/> is in this priority.
/// </summary>
Default = 0,
/// <summary>
/// Lowest priority, in <see cref="RenderPriority"/>, it is <see cref="Aft_3"/>.
/// </summary>
Least = Aft_3,
}
}