ILedTextRenderBackend
public interface ILedTextRenderBackendOptional render backend for LEDStudio.TextSource. Implementations can
render rich text into a texture while LED Studio keeps source identity,
board placement, scrolling, blinking, scheduling, and dirty propagation.
Methods
Section titled “Methods”
SetText(string, bool)
Section titled “SetText(string, bool)”void SetText(string text, bool treatAsMarkup)Replaces source text and controls whether supported markup is parsed or displayed literally.
Parameters
| Name | Type |
|---|---|
text |
System.String |
treatAsMarkup |
System.Boolean |
SetColor(Color)
Section titled “SetColor(Color)”void SetColor(Color textColor)Sets the foreground color used when rasterizing text.
Parameters
| Name | Type |
|---|---|
textColor |
UnityEngine.Color |
SetBackgroundColor(Color)
Section titled “SetBackgroundColor(Color)”void SetBackgroundColor(Color backgroundColor)Sets the background color and alpha written behind rasterized glyphs.
Parameters
| Name | Type |
|---|---|
backgroundColor |
UnityEngine.Color |
SetTextSettings(LedTextSettings, TMP_FontAsset)
Section titled “SetTextSettings(LedTextSettings, TMP_FontAsset)”void SetTextSettings(LedTextSettings settings, TMP_FontAsset fontAsset)Applies LED-owned layout settings and an optional TextMeshPro font asset.
Parameters
| Name | Type |
|---|---|
settings |
LEDStudio.LedTextSettings |
fontAsset |
TMPro.TMP_FontAsset |
Prepare(Vector2Int)
Section titled “Prepare(Vector2Int)”void Prepare(Vector2Int targetResolution)Allocates or resizes backend resources for the requested LED source resolution.
Parameters
| Name | Type |
|---|---|
targetResolution |
UnityEngine.Vector2Int |
UpdateBackend(in TimeStep)
Section titled “UpdateBackend(in TimeStep)”void UpdateBackend(in TimeStep step)Advances animated text effects 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 LED Studio consumes the current backend texture.
TryGetContentBounds(out RectInt)
Section titled “TryGetContentBounds(out RectInt)”bool TryGetContentBounds(out RectInt bounds)Returns the pixel bounds containing rendered text for fitting and scrolling calculations.
Parameters
| Name | Type |
|---|---|
bounds |
UnityEngine.RectInt |
Returns
System.Boolean
Release()
Section titled “Release()”void Release()Releases textures, hidden objects, and other resources owned by the backend.
Properties
Section titled “Properties”
IsAvailable
Section titled “IsAvailable”bool IsAvailable { get; }Returns
System.Boolean
IsDirty
Section titled “IsDirty”bool IsDirty { get; }Returns
System.Boolean
RequiresTimeUpdates
Section titled “RequiresTimeUpdates”bool RequiresTimeUpdates { get; }Returns
System.Boolean
OutputTexture
Section titled “OutputTexture”Texture OutputTexture { get; }Returns
UnityEngine.Texture