#region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2016 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ #endregion #region BASIC_PROFILER Option // #define BASIC_PROFILER /* Sometimes you need a really quick way to determine if performance is either * CPU- or GPU-bound. For XNA games, the fastest generic way is to just time the * Update() and Draw() functions, respectively. This is not to say that each * function can only have problems for either the CPU or GPU, but the graph can * say a lot about one of the two processes if either is notably slower than the * other one. * * This option will draw a rectangle on the right side of the screen. The two * colors indicate a rough percentage of time spent in both Update() and Draw(). * Blue is Update(), Red is Draw(). There may be time spent in other parts of * the frame (usually GraphicsDevice.Present if you're faster than the display's * refresh rate), but compares to these two functions, the time spent is likely * marginal in comparison. * * If you want _real_ profile data, use a _real_ profiler! * -flibit */ #endregion #region Using Statements using System; using System.Collections.Generic; using System.Diagnostics; using System.Reflection; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; #endregion namespace Microsoft.Xna.Framework { public class Game : IDisposable { #region Public Properties public LaunchParameters LaunchParameters { get; private set; } public GameComponentCollection Components { get { return _components; } } public TimeSpan InactiveSleepTime { get { return _inactiveSleepTime; } set { if (value < TimeSpan.Zero) { throw new ArgumentOutOfRangeException( "The time must be positive.", default(Exception) ); } if (_inactiveSleepTime != value) { _inactiveSleepTime = value; } } } public bool IsActive { get { return _isActive; } internal set { if (_isActive != value) { _isActive = value; Raise(_isActive ? Activated : Deactivated, EventArgs.Empty); } } } public bool IsMouseVisible { get { return _isMouseVisible; } set { if (_isMouseVisible != value) { _isMouseVisible = value; FNAPlatform.OnIsMouseVisibleChanged(value); } } } public TimeSpan TargetElapsedTime { get { return _targetElapsedTime; } set { if (value <= TimeSpan.Zero) { throw new ArgumentOutOfRangeException( "The time must be positive and non-zero.", default(Exception) ); } _targetElapsedTime = value; } } public bool IsFixedTimeStep { get { return _isFixedTimeStep; } set { _isFixedTimeStep = value; } } public GameServiceContainer Services { get { return _services; } } public ContentManager Content { get { return _content; } set { if (value == null) { throw new ArgumentNullException(); } _content = value; } } public GraphicsDevice GraphicsDevice { get { if (_graphicsDeviceService == null) { _graphicsDeviceService = (IGraphicsDeviceService) Services.GetService(typeof(IGraphicsDeviceService)); if (_graphicsDeviceService == null) { throw new InvalidOperationException( "No Graphics Device Service" ); } } return _graphicsDeviceService.GraphicsDevice; } } public GameWindow Window { get { return _window; } internal set { if (_window == null) { Mouse.WindowHandle = value.Handle; } _window = value; } } #endregion #region Internal Fields internal bool RunApplication; #endregion #region Private Fields private GameComponentCollection _components; private GameServiceContainer _services; private ContentManager _content; private SortingFilteringCollection _drawables = new SortingFilteringCollection( d => d.Visible, (d, handler) => d.VisibleChanged += handler, (d, handler) => d.VisibleChanged -= handler, (d1, d2) => Comparer.Default.Compare(d1.DrawOrder, d2.DrawOrder), (d, handler) => d.DrawOrderChanged += handler, (d, handler) => d.DrawOrderChanged -= handler ); private SortingFilteringCollection _updateables = new SortingFilteringCollection( u => u.Enabled, (u, handler) => u.EnabledChanged += handler, (u, handler) => u.EnabledChanged -= handler, (u1, u2) => Comparer.Default.Compare(u1.UpdateOrder, u2.UpdateOrder), (u, handler) => u.UpdateOrderChanged += handler, (u, handler) => u.UpdateOrderChanged -= handler ); private IGraphicsDeviceService _graphicsDeviceService; private GameWindow _window; private bool _isActive = true; private bool _isMouseVisible = false; private bool _initialized = false; private bool _isFixedTimeStep = true; private TimeSpan _targetElapsedTime = TimeSpan.FromTicks(166667); // 60fps private TimeSpan _inactiveSleepTime = TimeSpan.FromSeconds(0.02); private readonly TimeSpan _maxElapsedTime = TimeSpan.FromMilliseconds(500); private bool _suppressDraw; #if BASIC_PROFILER private long drawStart; private long drawTime; private long updateStart; private long updateTime; private BasicEffect profileEffect; private Matrix projection; private VertexPositionColor[] profilePrimitives; #endif #endregion #region Public Constructors public Game() { AppDomain.CurrentDomain.UnhandledException += OnUnhandledException; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Window = FNAPlatform.CreateWindow(); AudioDevice.Initialize(); // Ready to run the loop! RunApplication = true; } #endregion #region Deconstructor ~Game() { Dispose(false); } #endregion #region IDisposable Implementation private bool _isDisposed; public void Dispose() { Dispose(true); GC.SuppressFinalize(this); Raise(Disposed, EventArgs.Empty); } protected virtual void Dispose(bool disposing) { if (!_isDisposed) { if (disposing) { // Dispose loaded game components. for (int i = 0; i < _components.Count; i += 1) { IDisposable disposable = _components[i] as IDisposable; if (disposable != null) { disposable.Dispose(); } } _components = null; if (_content != null) { _content.Dispose(); _content = null; } if (_graphicsDeviceService != null) { // FIXME: Does XNA4 require the GDM to be disposable? -flibit (_graphicsDeviceService as IDisposable).Dispose(); _graphicsDeviceService = null; } AudioDevice.Dispose(); if (Window != null) { FNAPlatform.DisposeWindow(Window); Window = null; } Mouse.WindowHandle = IntPtr.Zero; ContentTypeReaderManager.ClearTypeCreators(); } AppDomain.CurrentDomain.UnhandledException -= OnUnhandledException; _isDisposed = true; } } [DebuggerNonUserCode] private void AssertNotDisposed() { if (_isDisposed) { string name = GetType().Name; throw new ObjectDisposedException( name, string.Format( "The {0} object was used after being Disposed.", name ) ); } } #endregion #region Events public event EventHandler Activated; public event EventHandler Deactivated; public event EventHandler Disposed; public event EventHandler Exiting; #endregion #region Public Methods public void Exit() { RunApplication = false; _suppressDraw = true; } public void ResetElapsedTime() { if (_initialized) { _gameTimer.Reset(); _gameTimer.Start(); _accumulatedElapsedTime = TimeSpan.Zero; _gameTime.ElapsedGameTime = TimeSpan.Zero; _previousTicks = 0L; } } public void SuppressDraw() { _suppressDraw = true; } public void RunOneFrame() { if (!_initialized) { DoInitialize(); _gameTimer = Stopwatch.StartNew(); _initialized = true; } BeginRun(); // FIXME: Not quite right.. Tick(); EndRun(); } public void Run() { AssertNotDisposed(); if (!_initialized) { DoInitialize(); _initialized = true; } BeginRun(); _gameTimer = Stopwatch.StartNew(); FNAPlatform.RunLoop(this); EndRun(); OnExiting(this, EventArgs.Empty); UnloadContent(); } private TimeSpan _accumulatedElapsedTime; private readonly GameTime _gameTime = new GameTime(); private Stopwatch _gameTimer; private long _previousTicks = 0; private int _updateFrameLag; public void Tick() { /* NOTE: This code is very sensitive and can break very badly, * even with what looks like a safe change. Be sure to test * any change fully in both the fixed and variable timestep * modes across multiple devices and platforms. */ RetryTick: // Advance the accumulated elapsed time. long currentTicks = _gameTimer.Elapsed.Ticks; _accumulatedElapsedTime += TimeSpan.FromTicks(currentTicks - _previousTicks); _previousTicks = currentTicks; /* If we're in the fixed timestep mode and not enough time has elapsed * to perform an update we sleep off the the remaining time to save battery * life and/or release CPU time to other threads and processes. */ if (IsFixedTimeStep && _accumulatedElapsedTime < TargetElapsedTime) { int sleepTime = ( (int) (TargetElapsedTime - _accumulatedElapsedTime).TotalMilliseconds ); /* NOTE: While sleep can be inaccurate in general it is * accurate enough for frame limiting purposes if some * fluctuation is an acceptable result. */ System.Threading.Thread.Sleep(sleepTime); goto RetryTick; } // Do not allow any update to take longer than our maximum. if (_accumulatedElapsedTime > _maxElapsedTime) { _accumulatedElapsedTime = _maxElapsedTime; } if (IsFixedTimeStep) { _gameTime.ElapsedGameTime = TargetElapsedTime; int stepCount = 0; // Perform as many full fixed length time steps as we can. while (_accumulatedElapsedTime >= TargetElapsedTime) { _gameTime.TotalGameTime += TargetElapsedTime; _accumulatedElapsedTime -= TargetElapsedTime; stepCount += 1; DoUpdate(_gameTime); } // Every update after the first accumulates lag _updateFrameLag += Math.Max(0, stepCount - 1); /* If we think we are running slowly, wait * until the lag clears before resetting it */ if (_gameTime.IsRunningSlowly) { if (_updateFrameLag == 0) { _gameTime.IsRunningSlowly = false; } } else if (_updateFrameLag >= 5) { /* If we lag more than 5 frames, * start thinking we are running slowly. */ _gameTime.IsRunningSlowly = true; } /* Every time we just do one update and one draw, * then we are not running slowly, so decrease the lag. */ if (stepCount == 1 && _updateFrameLag > 0) { _updateFrameLag -= 1; } /* Draw needs to know the total elapsed time * that occured for the fixed length updates. */ _gameTime.ElapsedGameTime = TimeSpan.FromTicks(TargetElapsedTime.Ticks * stepCount); } else { // Perform a single variable length update. _gameTime.ElapsedGameTime = _accumulatedElapsedTime; _gameTime.TotalGameTime += _accumulatedElapsedTime; _accumulatedElapsedTime = TimeSpan.Zero; DoUpdate(_gameTime); } // Draw unless the update suppressed it. if (_suppressDraw) { _suppressDraw = false; } else { /* Draw/EndDraw should not be called if BeginDraw returns false. * http://stackoverflow.com/questions/4054936/manual-control-over-when-to-redraw-the-screen/4057180#4057180 * http://stackoverflow.com/questions/4235439/xna-3-1-to-4-0-requires-constant-redraw-or-will-display-a-purple-screen */ if (BeginDraw()) { Draw(_gameTime); EndDraw(); } } } #endregion #region Protected Methods protected virtual bool BeginDraw() { #if BASIC_PROFILER drawStart = _gameTimer.ElapsedTicks; #endif return true; } protected virtual void EndDraw() { #if BASIC_PROFILER drawTime = _gameTimer.ElapsedTicks - drawStart; Viewport viewport = GraphicsDevice.Viewport; float top = 50; float bottom = viewport.Height - 50; float middle = 50 + (bottom - top) * (updateTime / (float) (updateTime + drawTime)); float left = viewport.Width - 100; float right = left + 50; profilePrimitives[0].Position.X = left; profilePrimitives[0].Position.Y = top; profilePrimitives[1].Position.X = right; profilePrimitives[1].Position.Y = top; profilePrimitives[2].Position.X = left; profilePrimitives[2].Position.Y = middle; profilePrimitives[3].Position.X = right; profilePrimitives[3].Position.Y = middle; profilePrimitives[4].Position.X = left; profilePrimitives[4].Position.Y = middle; profilePrimitives[5].Position.X = right; profilePrimitives[5].Position.Y = top; profilePrimitives[6].Position.X = left; profilePrimitives[6].Position.Y = middle; profilePrimitives[7].Position.X = right; profilePrimitives[7].Position.Y = middle; profilePrimitives[8].Position.X = left; profilePrimitives[8].Position.Y = bottom; profilePrimitives[9].Position.X = right; profilePrimitives[9].Position.Y = bottom; profilePrimitives[10].Position.X = left; profilePrimitives[10].Position.Y = bottom; profilePrimitives[11].Position.X = right; profilePrimitives[11].Position.Y = middle; projection.M11 = (float) (2.0 / (double) viewport.Width); projection.M22 = (float) (-2.0 / (double) viewport.Height); profileEffect.Projection = projection; profileEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.DrawUserPrimitives( PrimitiveType.TriangleList, profilePrimitives, 0, 12 ); #endif if (GraphicsDevice != null) { GraphicsDevice.Present(); } } protected virtual void BeginRun() { #if BASIC_PROFILER profileEffect = new BasicEffect(GraphicsDevice); profileEffect.FogEnabled = false; profileEffect.LightingEnabled = false; profileEffect.TextureEnabled = false; profileEffect.VertexColorEnabled = true; projection = new Matrix( 1337.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1337.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f ); profilePrimitives = new VertexPositionColor[12]; int i = 0; do { profilePrimitives[i].Position = Vector3.Zero; profilePrimitives[i].Color = Color.Blue; } while (++i < 6); do { profilePrimitives[i].Position = Vector3.Zero; profilePrimitives[i].Color = Color.Red; } while (++i < 12); #endif } protected virtual void EndRun() { #if BASIC_PROFILER profileEffect.Dispose(); #endif } protected virtual void LoadContent() { } protected virtual void UnloadContent() { } protected virtual void Initialize() { /* According to the information given on MSDN, all GameComponents * in Components at the time Initialize() is called are initialized: * * http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.game.initialize.aspx * * Note, however, that we are NOT using a foreach. It's actually * possible to add something during initialization, and those must * also be initialized. There may be a safer way to account for it, * considering it may be possible to _remove_ components as well, * but for now, let's worry about initializing everything we get. * -flibit */ for (int i = 0; i < Components.Count; i += 1) { Components[i].Initialize(); } _graphicsDeviceService = (IGraphicsDeviceService) Services.GetService(typeof(IGraphicsDeviceService)); /* FIXME: If this test fails, is LoadContent ever called? * This seems like a condition that warrants an exception more * than a silent failure. */ if ( _graphicsDeviceService != null && _graphicsDeviceService.GraphicsDevice != null ) { LoadContent(); } } private static readonly Action DrawAction = (drawable, gameTime) => drawable.Draw(gameTime); protected virtual void Draw(GameTime gameTime) { _drawables.ForEachFilteredItem(DrawAction, gameTime); } private static readonly Action UpdateAction = (updateable, gameTime) => updateable.Update(gameTime); protected virtual void Update(GameTime gameTime) { _updateables.ForEachFilteredItem(UpdateAction, gameTime); } protected virtual void OnExiting(object sender, EventArgs args) { Raise(Exiting, args); } protected virtual void OnActivated(object sender, EventArgs args) { AssertNotDisposed(); Raise(Activated, args); } protected virtual void OnDeactivated(object sender, EventArgs args) { AssertNotDisposed(); Raise(Deactivated, args); } protected virtual bool ShowMissingRequirementMessage(Exception exception) { if (exception is NoAudioHardwareException) { FNAPlatform.ShowRuntimeError( Window.Title, "Could not find a suitable audio device. " + " Verify that a sound card is\ninstalled," + " and check the driver properties to make" + " sure it is not disabled." ); return true; } if (exception is NoSuitableGraphicsDeviceException) { FNAPlatform.ShowRuntimeError( Window.Title, "Could not find a suitable graphics device." + " More information:\n\n" + exception.Message ); return true; } return false; } #endregion #region Private Methods /* FIXME: We should work toward eliminating internal methods. They * could eliminate the possibility that additional platforms could * be added by third parties without changing FNA itself. */ private void DoUpdate(GameTime gameTime) { AssertNotDisposed(); #if BASIC_PROFILER updateStart = _gameTimer.ElapsedTicks; #endif AudioDevice.Update(); Update(gameTime); #if BASIC_PROFILER updateTime = _gameTimer.ElapsedTicks - updateStart; #endif } private void DoInitialize() { AssertNotDisposed(); if (GraphicsDevice == null) { IGraphicsDeviceManager graphicsDeviceManager = Services.GetService( typeof(IGraphicsDeviceManager) ) as IGraphicsDeviceManager; graphicsDeviceManager.CreateDevice(); } FNAPlatform.BeforeInitialize(); Initialize(); /* We need to do this after virtual Initialize(...) is called. * 1. Categorize components into IUpdateable and IDrawable lists. * 2. Subscribe to Added/Removed events to keep the categorized * lists synced and to Initialize future components as they are * added. */ CategorizeComponents(); _components.ComponentAdded += Components_ComponentAdded; _components.ComponentRemoved += Components_ComponentRemoved; } private void CategorizeComponents() { DecategorizeComponents(); for (int i = 0; i < Components.Count; i += 1) { CategorizeComponent(Components[i]); } } /* FIXME: I am open to a better name for this method. * It does the opposite of CategorizeComponents. */ private void DecategorizeComponents() { _updateables.Clear(); _drawables.Clear(); } private void CategorizeComponent(IGameComponent component) { IUpdateable updateable = component as IUpdateable; if (updateable != null) { _updateables.Add(updateable); } IDrawable drawable = component as IDrawable; if (drawable != null) { _drawables.Add(drawable); } } /* FIXME: I am open to a better name for this method. * It does the opposite of CategorizeComponent. */ private void DecategorizeComponent(IGameComponent component) { IUpdateable updateable = component as IUpdateable; if (updateable != null) { _updateables.Remove(updateable); } IDrawable drawable = component as IDrawable; if (drawable != null) { _drawables.Remove(drawable); } } private void Raise(EventHandler handler, TEventArgs e) where TEventArgs : EventArgs { if (handler != null) { handler(this, e); } } #endregion #region Private Event Handlers private void Components_ComponentAdded( object sender, GameComponentCollectionEventArgs e ) { /* Since we only subscribe to ComponentAdded after the graphics * devices are set up, it is safe to just blindly call Initialize. */ e.GameComponent.Initialize(); CategorizeComponent(e.GameComponent); } private void Components_ComponentRemoved( object sender, GameComponentCollectionEventArgs e ) { DecategorizeComponent(e.GameComponent); } private void OnUnhandledException( object sender, UnhandledExceptionEventArgs args ) { ShowMissingRequirementMessage(args.ExceptionObject as Exception); } #endregion #region SortingFilteringCollection class /// /// The SortingFilteringCollection class provides efficient, reusable /// sorting and filtering based on a configurable sort comparer, filter /// predicate, and associate change events. /// class SortingFilteringCollection : ICollection { private readonly List _items; private readonly List> _addJournal; private readonly Comparison> _addJournalSortComparison; private readonly List _removeJournal; private readonly List _cachedFilteredItems; private bool _shouldRebuildCache; private readonly Predicate _filter; private readonly Comparison _sort; private readonly Action> _filterChangedSubscriber; private readonly Action> _filterChangedUnsubscriber; private readonly Action> _sortChangedSubscriber; private readonly Action> _sortChangedUnsubscriber; public SortingFilteringCollection( Predicate filter, Action> filterChangedSubscriber, Action> filterChangedUnsubscriber, Comparison sort, Action> sortChangedSubscriber, Action> sortChangedUnsubscriber ) { _items = new List(); _addJournal = new List>(); _removeJournal = new List(); _cachedFilteredItems = new List(); _shouldRebuildCache = true; _filter = filter; _filterChangedSubscriber = filterChangedSubscriber; _filterChangedUnsubscriber = filterChangedUnsubscriber; _sort = sort; _sortChangedSubscriber = sortChangedSubscriber; _sortChangedUnsubscriber = sortChangedUnsubscriber; _addJournalSortComparison = CompareAddJournalEntry; } private int CompareAddJournalEntry(AddJournalEntry x, AddJournalEntry y) { int result = _sort(x.Item, y.Item); if (result != 0) { return result; } return x.Order - y.Order; } public void ForEachFilteredItem( Action action, TUserData userData ) { if (_shouldRebuildCache) { ProcessRemoveJournal(); ProcessAddJournal(); // Rebuild the cache. _cachedFilteredItems.Clear(); for (int i = 0; i < _items.Count; i += 1) if (_filter(_items[i])) { _cachedFilteredItems.Add(_items[i]); } _shouldRebuildCache = false; } for (int i = 0; i < _cachedFilteredItems.Count; i += 1) { action(_cachedFilteredItems[i], userData); } /* If the cache was invalidated as a result of processing items, * now is a good time to clear it and give the GC (more of) a * chance to do its thing. */ if (_shouldRebuildCache) { _cachedFilteredItems.Clear(); } } public void Add(T item) { /* NOTE: We subscribe to item events after items in _addJournal * have been merged. */ _addJournal.Add(new AddJournalEntry(_addJournal.Count, item)); InvalidateCache(); } public bool Remove(T item) { if (_addJournal.Remove(AddJournalEntry.CreateKey(item))) { return true; } int index = _items.IndexOf(item); if (index >= 0) { UnsubscribeFromItemEvents(item); _removeJournal.Add(index); InvalidateCache(); return true; } return false; } public void Clear() { for (int i = 0; i < _items.Count; i += 1) { _filterChangedUnsubscriber(_items[i], Item_FilterPropertyChanged); _sortChangedUnsubscriber(_items[i], Item_SortPropertyChanged); } _addJournal.Clear(); _removeJournal.Clear(); _items.Clear(); InvalidateCache(); } public bool Contains(T item) { return _items.Contains(item); } public void CopyTo(T[] array, int arrayIndex) { _items.CopyTo(array, arrayIndex); } public int Count { get { return _items.Count; } } public bool IsReadOnly { get { return false; } } public IEnumerator GetEnumerator() { return _items.GetEnumerator(); } System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() { return ((System.Collections.IEnumerable) _items).GetEnumerator(); } // Sort high to low. private static readonly Comparison RemoveJournalSortComparison = (x, y) => Comparer.Default.Compare(y, x); private void ProcessRemoveJournal() { if (_removeJournal.Count == 0) { return; } /* Remove items in reverse. (Technically there exist faster * ways to bulk-remove from a variable-length array, but List * does not provide such a method.) */ _removeJournal.Sort(RemoveJournalSortComparison); for (int i = 0; i < _removeJournal.Count; i += 1) { _items.RemoveAt(_removeJournal[i]); } _removeJournal.Clear(); } private void ProcessAddJournal() { if (_addJournal.Count == 0) { return; } /* Prepare the _addJournal to be merge-sorted with _items. * _items is already sorted (because it is always sorted). */ _addJournal.Sort(_addJournalSortComparison); int iAddJournal = 0; int iItems = 0; while (iItems < _items.Count && iAddJournal < _addJournal.Count) { T addJournalItem = _addJournal[iAddJournal].Item; /* If addJournalItem is less than (belongs before) * _items[iItems], insert it. */ if (_sort(addJournalItem, _items[iItems]) < 0) { SubscribeToItemEvents(addJournalItem); _items.Insert(iItems, addJournalItem); iAddJournal += 1; } /* Always increment iItems, either because we inserted and * need to move past the insertion, or because we didn't * insert and need to consider the next element. */ iItems += 1; } // If _addJournal had any "tail" items, append them all now. for (; iAddJournal < _addJournal.Count; iAddJournal += 1) { T addJournalItem = _addJournal[iAddJournal].Item; SubscribeToItemEvents(addJournalItem); _items.Add(addJournalItem); } _addJournal.Clear(); } private void SubscribeToItemEvents(T item) { _filterChangedSubscriber(item, Item_FilterPropertyChanged); _sortChangedSubscriber(item, Item_SortPropertyChanged); } private void UnsubscribeFromItemEvents(T item) { _filterChangedUnsubscriber(item, Item_FilterPropertyChanged); _sortChangedUnsubscriber(item, Item_SortPropertyChanged); } private void InvalidateCache() { _shouldRebuildCache = true; } private void Item_FilterPropertyChanged(object sender, EventArgs e) { InvalidateCache(); } private void Item_SortPropertyChanged(object sender, EventArgs e) { T item = (T)sender; int index = _items.IndexOf(item); _addJournal.Add(new AddJournalEntry(_addJournal.Count, item)); _removeJournal.Add(index); /* Until the item is back in place, we don't care about its * events. We will re-subscribe when _addJournal is processed. */ UnsubscribeFromItemEvents(item); InvalidateCache(); } } #endregion #region AddJournalEntry struct private struct AddJournalEntry { public readonly int Order; public readonly T Item; public AddJournalEntry(int order, T item) { Order = order; Item = item; } public static AddJournalEntry CreateKey(T item) { return new AddJournalEntry(-1, item); } public override int GetHashCode() { return Item.GetHashCode(); } public override bool Equals(object obj) { if (!(obj is AddJournalEntry)) { return false; } return object.Equals(Item, ((AddJournalEntry) obj).Item); } } #endregion #region FNA Extensions public static void LogHookEXT(Action logFunc) { if (logFunc == null) { FNAPlatform.UnhookLogger(); } else { FNAPlatform.Log = logFunc; } } #endregion } }