// Copyright (c) 2014 AlphaSierraPapa for the SharpDevelop Team
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this
// software and associated documentation files (the "Software"), to deal in the Software
// without restriction, including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons
// to whom the Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or
// substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
// FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
using System;
namespace Unity.CodeEditor.Rendering
{
/// <summary>
/// Abstract base class for generators that produce new visual line elements.
/// </summary>
internal abstract class VisualLineElementGenerator
{
/// <summary>
/// Gets the text run construction context.
/// </summary>
protected ITextRunConstructionContext CurrentContext { get; private set; }
/// <summary>
/// Initializes the generator for the <see cref="ITextRunConstructionContext"/>
/// </summary>
internal virtual void StartGeneration(ITextRunConstructionContext context)
{
CurrentContext = context ?? throw new ArgumentNullException(nameof(context));
}
/// <summary>
/// De-initializes the generator.
/// </summary>
internal virtual void FinishGeneration()
{
CurrentContext = null;
}
/// <summary>
/// Should only be used by VisualLine.ConstructVisualElements.
/// </summary>
internal int CachedInterest;
/// <summary>
/// Gets the first offset >= startOffset where the generator wants to construct an element.
/// Return -1 to signal no interest.
/// </summary>
internal abstract int GetFirstInterestedOffset(int startOffset);
/// <summary>
/// Constructs an element at the specified offset.
/// May return null if no element should be constructed.
/// </summary>
/// <remarks>
/// Avoid signalling interest and then building no element by returning null - doing so
/// causes the generated <see cref="VisualLineText"/> elements to be unnecessarily split
/// at the position where you signalled interest.
/// </remarks>
internal abstract VisualLineElement ConstructElement(int offset);
}
internal interface IBuiltinElementGenerator
{
void FetchOptions(TextEditorOptions options);
}
}