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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 | #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; #endregion namespace Microsoft.Xna.Framework.Graphics { public class DynamicIndexBuffer : IndexBuffer { #region Public Properties public bool IsContentLost { get { return false ; } } #endregion #region ContentLost Event #pragma warning disable 0067 // We never lose data, but lol XNA4 compliance -flibit public event EventHandler<EventArgs> ContentLost; #pragma warning restore 0067 #endregion #region Public Constructors public DynamicIndexBuffer( GraphicsDevice graphicsDevice, IndexElementSize indexElementSize, int indexCount, BufferUsage usage ) : base ( graphicsDevice, indexElementSize, indexCount, usage, true ) { } public DynamicIndexBuffer( GraphicsDevice graphicsDevice, Type indexType, int indexCount, BufferUsage usage ) : base ( graphicsDevice, indexType, indexCount, usage, true ) { } #endregion #region Public SetData Methods public void SetData<T>( int offsetInBytes, T[] data, int startIndex, int elementCount, SetDataOptions options ) where T : struct { base .SetDataInternal<T>( offsetInBytes, data, startIndex, elementCount, options ); } public void SetData<T>( T[] data, int startIndex, int elementCount, SetDataOptions options ) where T : struct { base .SetDataInternal<T>( 0, data, startIndex, elementCount, options ); } #endregion } } |