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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 | #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 Using Statements using System; using System.Collections; using System.Collections.Generic; using System.Collections.ObjectModel; #endregion namespace Microsoft.Xna.Framework.Graphics { /// <summary> /// Represents a collection of effects associated with a model. /// </summary> public sealed class ModelEffectCollection : ReadOnlyCollection<Effect> { #region Public Constructor public ModelEffectCollection(IList<Effect> list) : base (list) { } #endregion #region Internal Constructor internal ModelEffectCollection() : base ( new List<Effect>()) { } #endregion #region Public Methods /// <summary> /// Returns a ModelEffectCollection.Enumerator that can iterate through a ModelEffectCollection. /// </summary> public new ModelEffectCollection.Enumerator GetEnumerator() { return new ModelEffectCollection.Enumerator((List<Effect>) Items); } #endregion #region Internal Methods // ModelMeshPart needs to be able to add to ModelMesh's effects list internal void Add(Effect item) { Items.Add(item); } internal void Remove(Effect item) { Items.Remove(item); } #endregion #region Public Enumerator struct /// <summary> /// Provides the ability to iterate through the bones in an ModelEffectCollection. /// </summary> public struct Enumerator : IEnumerator<Effect>, IDisposable, IEnumerator { /// <summary> /// Gets the current element in the ModelEffectCollection. /// </summary> public Effect Current { get { return enumerator.Current; } } List<Effect>.Enumerator enumerator; bool disposed; internal Enumerator(List<Effect> list) { enumerator = list.GetEnumerator(); disposed = false ; } /// <summary> /// Immediately releases the unmanaged resources used by this object. /// </summary> public void Dispose() { if (!disposed) { enumerator.Dispose(); disposed = true ; } } /// <summary> /// Advances the enumerator to the next element of the ModelEffectCollection. /// </summary> public bool MoveNext() { return enumerator.MoveNext(); } object IEnumerator.Current { get { return Current; } } void IEnumerator.Reset() { IEnumerator resetEnumerator = enumerator; resetEnumerator.Reset(); enumerator = (List<Effect>.Enumerator) resetEnumerator; } } #endregion } } |