169 lines
6.4 KiB
C#
169 lines
6.4 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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using System;
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using System.Diagnostics;
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namespace Microsoft.Xna.Framework.Graphics
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{
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public abstract class GraphicsResource : IDisposable
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{
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bool disposed;
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// The GraphicsDevice property should only be accessed in Dispose(bool) if the disposing
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// parameter is true. If disposing is false, the GraphicsDevice may or may not be
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// disposed yet.
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GraphicsDevice graphicsDevice;
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private WeakReference _selfReference;
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internal GraphicsResource()
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{
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}
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~GraphicsResource()
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{
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// Pass false so the managed objects are not released
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Dispose(false);
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}
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/// <summary>
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/// Called before the device is reset. Allows graphics resources to
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/// invalidate their state so they can be recreated after the device reset.
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/// Warning: This may be called after a call to Dispose() up until
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/// the resource is garbage collected.
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/// </summary>
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internal protected virtual void GraphicsDeviceResetting()
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{
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}
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public void Dispose()
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{
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// Dispose of managed objects as well
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Dispose(true);
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// Since we have been manually disposed, do not call the finalizer on this object
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GC.SuppressFinalize(this);
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}
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/// <summary>
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/// The method that derived classes should override to implement disposing of managed and native resources.
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/// </summary>
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/// <param name="disposing">True if managed objects should be disposed.</param>
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/// <remarks>Native resources should always be released regardless of the value of the disposing parameter.</remarks>
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protected virtual void Dispose(bool disposing)
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{
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if (!disposed)
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{
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if (disposing)
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{
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// Release managed objects
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// ...
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}
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// Release native objects
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// ...
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// Do not trigger the event if called from the finalizer
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if (disposing)
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EventHelpers.Raise(this, Disposing, EventArgs.Empty);
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// Remove from the global list of graphics resources
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if (graphicsDevice != null)
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graphicsDevice.RemoveResourceReference(_selfReference);
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_selfReference = null;
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graphicsDevice = null;
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disposed = true;
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}
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}
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public event EventHandler<EventArgs> Disposing;
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public GraphicsDevice GraphicsDevice
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{
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get
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{
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return graphicsDevice;
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}
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internal set
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{
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Debug.Assert(value != null);
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if (graphicsDevice == value)
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return;
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// VertexDeclaration objects can be bound to multiple GraphicsDevice objects
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// during their lifetime. But only one GraphicsDevice should retain ownership.
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if (graphicsDevice != null)
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{
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graphicsDevice.RemoveResourceReference(_selfReference);
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_selfReference = null;
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}
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graphicsDevice = value;
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_selfReference = new WeakReference(this);
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graphicsDevice.AddResourceReference(_selfReference);
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}
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}
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public bool IsDisposed
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{
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get
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{
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return disposed;
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}
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}
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public string Name { get; set; }
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public Object Tag { get; set; }
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public override string ToString()
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{
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return string.IsNullOrEmpty(Name) ? base.ToString() : Name;
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}
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}
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}
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