187 lines
5.9 KiB
C#
187 lines
5.9 KiB
C#
// #region License
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// /*
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// Microsoft Public License (Ms-PL)
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// MonoGame - Copyright © 2009 The MonoGame Team
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//
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// All rights reserved.
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
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// accept the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
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// U.S. copyright law.
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//
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
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// 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.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
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// 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.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
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// your patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
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// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
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// purpose and non-infringement.
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// */
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// #endregion License
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//
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace Microsoft.Xna.Framework.GamerServices
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{
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public class FriendCollection : IList<FriendGamer>, ICollection<FriendGamer>, IEnumerable<FriendGamer>, IEnumerable, IDisposable
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{
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private List<FriendGamer> innerlist;
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public FriendCollection ()
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{
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innerlist = new List<FriendGamer>();
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}
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~FriendCollection()
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{
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Dispose(false);
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}
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#region Properties
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public int Count
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{
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get { return innerlist.Count; }
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}
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public FriendGamer this[int index]
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{
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get { return innerlist[index]; }
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set
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{
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if (value == null)
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throw new ArgumentNullException();
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if (index >= innerlist.Count)
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throw new IndexOutOfRangeException();
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/*if (innerlist[index].Position == value.Position)
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innerlist[index] = value;
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else
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{
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innerlist.RemoveAt(index);
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innerlist.Add(value);
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}*/
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}
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}
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private bool isReadOnly;
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public bool IsReadOnly
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{
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get
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{
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return isReadOnly;
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}
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private set
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{
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isReadOnly = value;
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}
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}
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#endregion Properties
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#region Public Methods
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public void Add(FriendGamer item)
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{
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if (item == null)
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throw new ArgumentNullException();
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if (innerlist.Count == 0)
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{
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innerlist.Add(item);
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return;
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}
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for (int i = 0; i < innerlist.Count; i++)
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{
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/*if (item.Position < innerlist[i].Position)
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{
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this.innerlist.Insert(i, item);
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return;
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}*/
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}
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this.innerlist.Add(item);
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}
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public void Clear()
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{
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innerlist.Clear();
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}
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public bool Contains(FriendGamer item)
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{
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return innerlist.Contains(item);
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}
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public void CopyTo(FriendGamer[] array, int arrayIndex)
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{
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innerlist.CopyTo(array, arrayIndex);
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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{
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}
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public int IndexOf(FriendGamer item)
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{
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return innerlist.IndexOf(item);
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}
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public void Insert(int index, FriendGamer item)
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{
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innerlist.Insert(index, item);
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}
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public bool Remove(FriendGamer item)
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{
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return innerlist.Remove(item);
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}
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public void RemoveAt(int index)
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{
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innerlist.RemoveAt(index);
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}
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public IEnumerator<FriendGamer> GetEnumerator()
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{
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return innerlist.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return innerlist.GetEnumerator();
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}
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#endregion Methods
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}
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}
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