using Unity.UIWidgets.ui; namespace Unity.UIWidgets.flow { public class LayerTree { Layer _rootLayer; public Layer rootLayer { get { return this._rootLayer; } set { this._rootLayer = value; } } Size _frameSize; public Size frameSize { get { return this._frameSize; } set { this._frameSize = value; } } float _devicePixelRatio; public float devicePixelRatio { get { return this._devicePixelRatio; } set { this._devicePixelRatio = value; } } public void preroll(CompositorContext.ScopedFrame frame, bool ignoreRasterCache = false) { var prerollContext = new PrerollContext { rasterCache = ignoreRasterCache ? null : frame.context().rasterCache(), devicePixelRatio = frame.canvas().getDevicePixelRatio() }; this._rootLayer.preroll(prerollContext, Matrix3.I()); } public void paint(CompositorContext.ScopedFrame frame) { var paintContext = new PaintContext { canvas = frame.canvas(), }; if (this._rootLayer.needsPainting) { this._rootLayer.paint(paintContext); } } } }