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LuaCsForBarotraumaEP/Libraries/MonoGame.Framework/Src/MonoGame.Framework/GamerServices/FriendCollection.cs
T
2019-06-25 16:00:44 +03:00

187 lines
5.9 KiB
C#

// #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.Collections;
using System.Collections.Generic;
namespace Microsoft.Xna.Framework.GamerServices
{
public class FriendCollection : IList<FriendGamer>, ICollection<FriendGamer>, IEnumerable<FriendGamer>, IEnumerable, IDisposable
{
private List<FriendGamer> innerlist;
public FriendCollection ()
{
innerlist = new List<FriendGamer>();
}
~FriendCollection()
{
Dispose(false);
}
#region Properties
public int Count
{
get { return innerlist.Count; }
}
public FriendGamer this[int index]
{
get { return innerlist[index]; }
set
{
if (value == null)
throw new ArgumentNullException();
if (index >= innerlist.Count)
throw new IndexOutOfRangeException();
/*if (innerlist[index].Position == value.Position)
innerlist[index] = value;
else
{
innerlist.RemoveAt(index);
innerlist.Add(value);
}*/
}
}
private bool isReadOnly;
public bool IsReadOnly
{
get
{
return isReadOnly;
}
private set
{
isReadOnly = value;
}
}
#endregion Properties
#region Public Methods
public void Add(FriendGamer item)
{
if (item == null)
throw new ArgumentNullException();
if (innerlist.Count == 0)
{
innerlist.Add(item);
return;
}
for (int i = 0; i < innerlist.Count; i++)
{
/*if (item.Position < innerlist[i].Position)
{
this.innerlist.Insert(i, item);
return;
}*/
}
this.innerlist.Add(item);
}
public void Clear()
{
innerlist.Clear();
}
public bool Contains(FriendGamer item)
{
return innerlist.Contains(item);
}
public void CopyTo(FriendGamer[] array, int arrayIndex)
{
innerlist.CopyTo(array, arrayIndex);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
}
public int IndexOf(FriendGamer item)
{
return innerlist.IndexOf(item);
}
public void Insert(int index, FriendGamer item)
{
innerlist.Insert(index, item);
}
public bool Remove(FriendGamer item)
{
return innerlist.Remove(item);
}
public void RemoveAt(int index)
{
innerlist.RemoveAt(index);
}
public IEnumerator<FriendGamer> GetEnumerator()
{
return innerlist.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return innerlist.GetEnumerator();
}
#endregion Methods
}
}