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.
Assembly: DarkEffekt.Terminal.UI
Section titled “Assembly: DarkEffekt.Terminal.UI”public sealed class TextureView : ElementInheritance: System.Object -> DarkEffekt.Terminal.UI.Element
Properties
Section titled “Properties”The slot name a texture is bound to.
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.
public Action<CellCanvas, CellRect> Draw { get; set; }Methods
Section titled “Methods”MeasureCore(CellSize)
Section titled “MeasureCore(CellSize)”The size this element wants, within the room given.
protected override CellSize MeasureCore(CellSize available)Returns
Section titled “Returns”DarkEffekt.Terminal.UI.CellSize
Parameters
Section titled “Parameters”| Type | Name |
|---|---|
| DarkEffekt.Terminal.UI.CellSize | available |
RenderCore(CellCanvas)
Section titled “RenderCore(CellCanvas)”protected override void RenderCore(CellCanvas canvas)Parameters
Section titled “Parameters”| Type | Name |
|---|---|
| DarkEffekt.Terminal.UI.CellCanvas | canvas |