#region License // /* // Microsoft Public License (Ms-PL) // MonoGame - Copyright © 2009 The MonoGame Team // // All rights reserved. // // This license governs use of the accompanying software. If you use the software, you accept this license. If you do not // accept the license, do not use the software. // // 1. Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under // U.S. copyright law. // // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2. Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software. // // 3. Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, // your patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object // code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent // permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular // purpose and non-infringement. // */ #endregion License using System; using System.Diagnostics; namespace Microsoft.Xna.Framework.Graphics { public abstract class GraphicsResource : IDisposable { bool disposed; // The GraphicsDevice property should only be accessed in Dispose(bool) if the disposing // parameter is true. If disposing is false, the GraphicsDevice may or may not be // disposed yet. GraphicsDevice graphicsDevice; private WeakReference _selfReference; internal GraphicsResource() { } ~GraphicsResource() { // Pass false so the managed objects are not released Dispose(false); } /// /// 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. /// internal protected virtual void GraphicsDeviceResetting() { } 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); } /// /// The method that derived classes should override to implement disposing of managed and native resources. /// /// True if managed objects should be disposed. /// Native resources should always be released regardless of the value of the disposing parameter. protected virtual void Dispose(bool disposing) { if (!disposed) { if (disposing) { // Release managed objects // ... } // Release native objects // ... // Do not trigger the event if called from the finalizer if (disposing) EventHelpers.Raise(this, Disposing, EventArgs.Empty); // Remove from the global list of graphics resources if (graphicsDevice != null) graphicsDevice.RemoveResourceReference(_selfReference); _selfReference = null; graphicsDevice = null; disposed = true; } } public event EventHandler Disposing; public GraphicsDevice GraphicsDevice { get { return graphicsDevice; } internal set { Debug.Assert(value != null); 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 { return disposed; } } public string Name { get; set; } public Object Tag { get; set; } public override string ToString() { return string.IsNullOrEmpty(Name) ? base.ToString() : Name; } } }