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Root/src/Graphics/Vertices/DynamicVertexBuffer.cs

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#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 DynamicVertexBuffer : VertexBuffer
    {
        #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 DynamicVertexBuffer(
            GraphicsDevice graphicsDevice,
            VertexDeclaration vertexDeclaration,
            int vertexCount,
            BufferUsage bufferUsage
        ) : base(
            graphicsDevice,
            vertexDeclaration,
            vertexCount,
            bufferUsage,
            true
        ) {
        }
 
        public DynamicVertexBuffer(
            GraphicsDevice graphicsDevice,
            Type type,
            int vertexCount,
            BufferUsage bufferUsage
        ) : base(
            graphicsDevice,
            VertexDeclaration.FromType(type),
            vertexCount,
            bufferUsage,
            true
        ) {
        }
 
        #endregion
 
        #region Public SetData Methods
 
        public void SetData<T>(
            int offsetInBytes,
            T[] data,
            int startIndex,
            int elementCount,
            int vertexStride,
            SetDataOptions options
        ) where T : struct {
            base.SetDataInternal<T>(
                offsetInBytes,
                data,
                startIndex,
                elementCount,
                vertexStride,
                options
            );
        }
 
        public void SetData<T>(
            T[] data,
            int startIndex,
            int elementCount,
            SetDataOptions options
        ) where T : struct {
            base.SetDataInternal<T>(
                0,
                data,
                startIndex,
                elementCount,
                VertexDeclaration.VertexStride,
                options
            );
        }
 
        #endregion
    }
}

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