42 lines
1.9 KiB
C#
42 lines
1.9 KiB
C#
// Copyright (c) 2014 AlphaSierraPapa for the SharpDevelop Team
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy of this
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// software and associated documentation files (the "Software"), to deal in the Software
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// without restriction, including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons
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// to whom the Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all copies or
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// substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
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// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
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// FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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using UnityEngine;
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namespace Unity.CodeEditor.Rendering
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{
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/// <summary>
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/// Background renderers draw in the background of a known layer.
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/// You can use background renderers to draw non-interactive elements on the TextView
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/// without introducing new UIElements.
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/// </summary>
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internal interface IBackgroundRenderer
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{
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/// <summary>
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/// Gets the layer on which this background renderer should draw.
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/// </summary>
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KnownLayer Layer { get; }
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/// <summary>
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/// Called during IMGUI repaint to draw background elements.
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/// </summary>
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/// <param name="textView">The text view this renderer belongs to.</param>
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/// <param name="drawingRect">The visible area available for drawing, in local coordinates.</param>
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void OnGUI(TextView textView, Rect drawingRect);
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}
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} |