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Class TextureView

Room for a texture, by name: a camera feed, a map, a portrait. The interface lays it out like any element and reports the rectangle; the session shows the texture bound to that name there. Where no texture can show, as over a plain connection, the region shows its name.

Declaration
public sealed class TextureView : Element

Inheritance: System.Object -> DarkEffekt.Terminal.UI.Element

The slot name a texture is bound to.

Declaration
public string Name { get; set; }

Draws over the texture: labels, brackets, a reticle. Characters show on top of the picture, and a cell’s background stays under it. The callback gets a canvas clipped to the region and the region’s rectangle.

Declaration
public Action<CellCanvas, CellRect> Draw { get; set; }

The size this element wants, within the room given.

Declaration
protected override CellSize MeasureCore(CellSize available)

DarkEffekt.Terminal.UI.CellSize

Type Name
DarkEffekt.Terminal.UI.CellSize available
Declaration
protected override void RenderCore(CellCanvas canvas)
Type Name
DarkEffekt.Terminal.UI.CellCanvas canvas