ILedSource
public interface ILedSourceUnified interface for all content sources that can feed into the logical board composition pipeline. Sources provide content at board-space resolution and report dirty regions for partial updates.
Methods
Section titled “Methods”
Prepare(Vector2Int)
Section titled “Prepare(Vector2Int)”void Prepare(Vector2Int targetResolution)Allocates or resizes source resources for the requested logical board resolution.
Parameters
| Name | Type |
|---|---|
targetResolution |
UnityEngine.Vector2Int |
UpdateSource(in TimeStep)
Section titled “UpdateSource(in TimeStep)”void UpdateSource(in TimeStep step)Updates time-dependent content using the board’s deterministic simulation step.
Parameters
| Name | Type |
|---|---|
step |
ImpossibleRobert.Common.Timing.TimeStep |
MarkClean()
Section titled “MarkClean()”void MarkClean()Clears dirty state after the compositor consumes the current output.
GetDirtyRects(List)
Section titled “GetDirtyRects(List)”void GetDirtyRects(List<RectInt> outRects)Appends source-space rectangles that changed since the last clean frame.
Parameters
| Name | Type |
|---|---|
outRects |
System.Collections.Generic.List{UnityEngine.RectInt} |
Release()
Section titled “Release()”void Release()Releases textures and other resources owned by the source; repeated calls must be safe.
Properties
Section titled “Properties”
SourceType
Section titled “SourceType”LedSourceType SourceType { get; }Returns
LEDStudio.LedSourceType
IsReady
Section titled “IsReady”bool IsReady { get; }Returns
System.Boolean
IsDirty
Section titled “IsDirty”bool IsDirty { get; }Returns
System.Boolean
OutputTexture
Section titled “OutputTexture”Texture OutputTexture { get; }Returns
UnityEngine.Texture