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Root/src/Graphics/ModelEffectCollection.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;
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
    }
}

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