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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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 | #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.Generic; #endregion namespace Microsoft.Xna.Framework.Graphics { public abstract class GraphicsResource : IDisposable { #region Public Properties public GraphicsDevice GraphicsDevice { get { return graphicsDevice; } internal set { if (graphicsDevice == value) { return ; } /* VertexDeclaration objects can be bound to * multiple GraphicsDevice objects during their * lifetime. But only one GraphicsDevice should * retain ownership. */ if (graphicsDevice != null ) { graphicsDevice.RemoveResourceReference(selfReference); selfReference = null ; } graphicsDevice = value; selfReference = new WeakReference( this ); graphicsDevice.AddResourceReference(selfReference); } } public bool IsDisposed { get ; private set ; } public string Name { get ; set ; } public Object Tag { get ; set ; } #endregion #region Private Variables private WeakReference selfReference; private GraphicsDevice graphicsDevice; #endregion #region Disposing Event public event EventHandler<EventArgs> Disposing; #endregion #region Internal Constructor and Deconstructor internal GraphicsResource() { } ~GraphicsResource() { // Pass false so the managed objects are not released // FIXME: This can lock up your game from the GC! -flibit // Dispose(false); } #endregion #region Public Dispose Method public void Dispose() { // Dispose of managed objects as well Dispose( true ); // Since we have been manually disposed, do not call the finalizer on this object GC.SuppressFinalize( this ); } #endregion #region Public Methods public override string ToString() { return string .IsNullOrEmpty(Name) ? base .ToString() : Name; } #endregion #region Internal Methods /// <summary> /// Called before the device is reset. Allows graphics resources to /// invalidate their state so they can be recreated after the device reset. /// Warning: This may be called after a call to Dispose() up until /// the resource is garbage collected. /// </summary> internal protected virtual void GraphicsDeviceResetting() { } #endregion #region Protected Dispose Method /// <summary> /// The method that derived classes should override to implement disposing of /// managed and native resources. /// </summary> /// <param name="disposing">True if managed objects should be disposed.</param> /// <remarks> /// Native resources should always be released regardless of the value of the /// disposing parameter. /// </remarks> protected virtual void Dispose( bool disposing) { if (!IsDisposed) { // Do not trigger the event if called from the finalizer if (disposing && Disposing != null ) { Disposing( this , EventArgs.Empty); } // Remove from the list of graphics resources if (graphicsDevice != null ) { graphicsDevice.RemoveResourceReference(selfReference); } selfReference = null ; graphicsDevice = null ; IsDisposed = true ; } } #endregion } } |