コード例 #1
0
        /// <summary>Called just before the image is about to be drawn (only ever when it's actually visible).
        /// Note that everything else - e.g. ImageMaterial or Width/Height - is always called after this.</summary>
        public override void OnLayout(Css.RenderableData context, LayoutBox box, out float width, out float height)
        {
            // Get the shape of the element:
            width  = box.PaddedWidth;
            height = box.PaddedHeight;

            // Tell the context which may trigger a redraw:
            Context.SetSize((int)width, (int)height);
        }
コード例 #2
0
        /// <summary>Renders this SVG at the given size.
        /// Get the Texture property on the object returned.
        /// This also caches nothing - it's a one-shot texture.</summary>
        public UnityEngine.Texture RenderOnce(int width, int height)
        {
            // Create the context and draws the first time:
            RenderContext rc = new RenderContext(svgElement);

            // Update the size (Which triggers a draw):
            rc.SetSize(width, height);

            // Return the image:
            return(rc.Texture);
        }