using Unity.UIWidgets.ui; namespace Unity.UIWidgets.flow { public class PrerollContext { public RasterCache rasterCache; public float devicePixelRatio; public int antiAliasing; public Rect cullRect; public Stopwatch frameTime; } public class PaintContext { public Canvas canvas; public RasterCache rasterCache; public Stopwatch frameTime; } public abstract class Layer { ContainerLayer _parent; public ContainerLayer parent { get { return this._parent; } set { this._parent = value; } } Rect _paintBounds = Rect.zero; public Rect paintBounds { get { return this._paintBounds; } set { this._paintBounds = value ?? Rect.zero; } } public bool needsPainting { get { return !this._paintBounds.isEmpty; } } public virtual void preroll(PrerollContext context, Matrix3 matrix) { } public abstract void paint(PaintContext context); } static class LayerUtils { public static void alignToPixel(this Canvas canvas) { var matrix = canvas.getTotalMatrix(); var devicePixelRatio = canvas.getDevicePixelRatio(); var x = matrix[2].alignToPixel(devicePixelRatio); var y = matrix[5].alignToPixel(devicePixelRatio); if (x != matrix[2] || y != matrix[5]) { canvas.translate(x - matrix[2], y - matrix[5]); } } } }