case ui::LAYER_SOLID_COLOR:
*out << L" solid";
break;
+ case ui::LAYER_NINE_PATCH:
+ *out << L" nine_patch";
+ break;
}
if (!layer->visible())
*out << L'\n' << UTF8ToWide(property_indent_str);
*out << L"bounds: " << layer->bounds().x() << L',' << layer->bounds().y();
*out << L' ' << layer->bounds().width() << L'x' << layer->bounds().height();
+ if (!layer->subpixel_position_offset().IsZero())
+ *out << " " << UTF8ToWide(layer->subpixel_position_offset().ToString());
+
+ const ui::Layer* mask = const_cast<ui::Layer*>(layer)->layer_mask_layer();
+
+ if (mask) {
+ *out << L'\n' << UTF8ToWide(property_indent_str);
+ *out << L"mask layer: " << std::setprecision(2)
+ << UTF8ToWide(mask->bounds().ToString())
+ << UTF8ToWide(mask->subpixel_position_offset().ToString());
+ }
if (layer->opacity() != 1.0f) {
*out << L'\n' << UTF8ToWide(property_indent_str);