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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951
|
#region License
/*
Microsoft Public License (Ms-PL)
MonoGame - Copyright © 2009-2011 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.Generic;
using System.Collections.ObjectModel;
using System.Drawing;
using System.IO;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework;
namespace Microsoft.Xna.Framework
{
public class Game : IDisposable
{
private const float DefaultTargetFramesPerSecond = 60.0f;
private GameComponentCollection _components;
private GameServiceContainer _services;
internal GamePlatform Platform;
private SortingFilteringCollection<IDrawable> _drawables =
new SortingFilteringCollection<IDrawable>(
d => d.Visible,
(d, handler) => d.VisibleChanged += handler,
(d, handler) => d.VisibleChanged -= handler,
(d1 ,d2) => Comparer<int>.Default.Compare(d1.DrawOrder, d2.DrawOrder),
(d, handler) => d.DrawOrderChanged += handler,
(d, handler) => d.DrawOrderChanged -= handler);
private SortingFilteringCollection<IUpdateable> _updateables =
new SortingFilteringCollection<IUpdateable>(
u => u.Enabled,
(u, handler) => u.EnabledChanged += handler,
(u, handler) => u.EnabledChanged -= handler,
(u1, u2) => Comparer<int>.Default.Compare(u1.UpdateOrder, u2.UpdateOrder),
(u, handler) => u.UpdateOrderChanged += handler,
(u, handler) => u.UpdateOrderChanged -= handler);
private IGraphicsDeviceManager _graphicsDeviceManager;
private IGraphicsDeviceService _graphicsDeviceService;
private bool _initialized = false;
private bool _isFixedTimeStep = true;
private TimeSpan _targetElapsedTime = TimeSpan.FromSeconds(1 / DefaultTargetFramesPerSecond);
private int previousDisplayWidth;
private int previousDisplayHeight;
public Game()
{
_instance = this;
LaunchParameters = new LaunchParameters();
_services = new GameServiceContainer();
_components = new GameComponentCollection();
Content = new ContentManager(_services);
Platform = GamePlatform.Create(this);
Platform.Activated += Platform_Activated;
Platform.Deactivated += Platform_Deactivated;
_services.AddService(typeof(GamePlatform), Platform);
}
~Game()
{
Dispose(false);
}
[System.Diagnostics.Conditional("DEBUG")]
internal void Log(string Message)
{
if (Platform != null) Platform.Log(Message);
}
#region IDisposable Implementation
private bool _isDisposed;
public void Dispose()
{
Dispose(true);
Raise(Disposed, EventArgs.Empty);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
Platform.Dispose();
}
_isDisposed = true;
}
[System.Diagnostics.DebuggerNonUserCode]
private void AssertNotDisposed()
{
if (_isDisposed)
{
string name = GetType().Name;
throw new ObjectDisposedException(
name, string.Format("The {0} object was used after being Disposed.", name));
}
}
#endregion IDisposable Implementation
#region Properties
#if ANDROID
public static AndroidGameActivity Activity { get; set; }
#endif
private static Game _instance = null;
internal static Game Instance { get { return Game._instance; } }
public LaunchParameters LaunchParameters { get; private set; }
public GameComponentCollection Components
{
get { return _components; }
}
public TimeSpan InactiveSleepTime
{
get { throw new NotImplementedException(); }
set { throw new NotImplementedException(); }
}
public bool IsActive
{
get { return Platform.IsActive; }
}
public bool IsMouseVisible
{
get { return Platform.IsMouseVisible; }
set { Platform.IsMouseVisible = value; }
}
public TimeSpan TargetElapsedTime
{
get { return _targetElapsedTime; }
set
{
// Give GamePlatform implementations an opportunity to override
// the new value.
value = Platform.TargetElapsedTimeChanging(value);
if (value <= TimeSpan.Zero)
throw new ArgumentOutOfRangeException(
"value must be positive and non-zero.");
if (value != _targetElapsedTime)
{
_targetElapsedTime = value;
Platform.TargetElapsedTimeChanged();
}
}
}
public bool IsFixedTimeStep
{
get { return _isFixedTimeStep; }
set { _isFixedTimeStep = value; }
}
public GameServiceContainer Services {
get { return _services; }
}
public ContentManager Content { get; set; }
public GraphicsDevice GraphicsDevice
{
get
{
if (_graphicsDeviceService == null)
{
_graphicsDeviceService = (IGraphicsDeviceService)
Services.GetService(typeof(IGraphicsDeviceService));
if (_graphicsDeviceService == null)
throw new InvalidOperationException("No Graphics Device Service");
}
return _graphicsDeviceService.GraphicsDevice;
}
}
#if ANDROID
public AndroidGameWindow Window
{
get { return Platform.Window; }
}
#else
public GameWindow Window
{
get { return Platform.Window; }
}
#endif
#endregion Properties
#region Internal Properties
// FIXME: Internal members should be eliminated.
// Currently Game.Initialized is used by the Mac game window class to
// determine whether to raise DeviceResetting and DeviceReset on
// GraphicsDeviceManager.
internal bool Initialized
{
get { return _initialized; }
}
#endregion Internal Properties
#region Events
public event EventHandler<EventArgs> Activated;
public event EventHandler<EventArgs> Deactivated;
public event EventHandler<EventArgs> Disposed;
public event EventHandler<EventArgs> Exiting;
#endregion
#region Public Methods
public void Exit()
{
Platform.Exit();
}
public void ResetElapsedTime()
{
Platform.ResetElapsedTime();
_gameTime.ResetElapsedTime();
}
public void Run()
{
Run(Platform.DefaultRunBehavior);
}
public void Run(GameRunBehavior runBehavior)
{
AssertNotDisposed();
if (!Platform.BeforeRun())
return;
// In an original XNA game the GraphicsDevice property is null
// during initialization but before the Game's Initialize method is
// called the property is available so we can only assume that it
// should be created somewhere in here. We cannot set the viewport
// values correctly based on the Preferred settings which is causing
// some problems on some Microsoft samples which we are not handling
// correctly.
graphicsDeviceManager.CreateDevice();
applyChanges(graphicsDeviceManager);
Platform.BeforeInitialize();
Initialize();
_initialized = true;
BeginRun();
switch (runBehavior)
{
case GameRunBehavior.Asynchronous:
Platform.AsyncRunLoopEnded += Platform_AsyncRunLoopEnded;
Platform.StartRunLoop();
break;
case GameRunBehavior.Synchronous:
Platform.RunLoop();
EndRun();
OnExiting(this, EventArgs.Empty);
break;
default:
throw new NotImplementedException(string.Format(
"Handling for the run behavior {0} is not implemented.", runBehavior));
}
}
private DateTime _now;
private DateTime _lastUpdate = DateTime.UtcNow;
private readonly GameTime _gameTime = new GameTime();
private readonly GameTime _fixedTimeStepTime = new GameTime();
private TimeSpan _totalTime = TimeSpan.Zero;
public void Tick()
{
bool doDraw = false;
_now = DateTime.UtcNow;
_gameTime.Update(_now - _lastUpdate);
_lastUpdate = _now;
if (IsFixedTimeStep)
{
_totalTime += _gameTime.ElapsedGameTime;
int max = (500/TargetElapsedTime.Milliseconds); //Only do updates for half a second worth of updates
int iterations = 0;
max = max <= 0 ? 1 : max; //Make sure at least 1 update is called
while (_totalTime >= TargetElapsedTime)
{
_fixedTimeStepTime.Update(TargetElapsedTime);
_totalTime -= TargetElapsedTime;
DoUpdate(_fixedTimeStepTime);
doDraw = true;
iterations++;
if (iterations >= max) //Reset catchup if to many updates have been called
{
_totalTime = TimeSpan.Zero;
}
}
}
else
{
DoUpdate(_gameTime);
doDraw = true;
}
if (doDraw)
{
DoDraw(_gameTime);
GraphicsDevice.Present();
}
if (IsFixedTimeStep)
{
var currentTime = (DateTime.UtcNow - _lastUpdate) + _totalTime;
if (currentTime < TargetElapsedTime)
{
System.Threading.Thread.Sleep((TargetElapsedTime - currentTime).Milliseconds);
}
}
}
#endregion
#region Protected Methods
protected virtual bool BeginDraw() { return true; }
protected virtual void EndDraw() { }
protected virtual void BeginRun() { }
protected virtual void EndRun() { }
protected virtual void LoadContent() { }
protected virtual void UnloadContent() { }
protected virtual void Initialize()
{
// According to the information given on MSDN (see link below), all
// GameComponents in Components at the time Initialize() is called
// are initialized.
// http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.game.initialize.aspx
// 1. Categorize components into IUpdateable and IDrawable lists.
// 2. Subscribe to Added/Removed events to keep the categorized
// lists synced and to Initialize future components as they are
// added.
// 3. Initialize all existing components
CategorizeComponents();
_components.ComponentAdded += Components_ComponentAdded;
_components.ComponentRemoved += Components_ComponentRemoved;
InitializeExistingComponents();
_graphicsDeviceService = (IGraphicsDeviceService)
Services.GetService(typeof(IGraphicsDeviceService));
// FIXME: If this test fails, is LoadContent ever called? This
// seems like a condition that warrants an exception more
// than a silent failure.
if (_graphicsDeviceService != null &&
_graphicsDeviceService.GraphicsDevice != null)
{
LoadContent();
}
}
private static readonly Action<IDrawable, GameTime> DrawAction =
(drawable, gameTime) => drawable.Draw(gameTime);
protected virtual void Draw(GameTime gameTime)
{
#if ANDROID
// TODO: It should be possible to move this call to
// PrimaryThreadLoader.DoLoads into
// AndroidGamePlatform.BeforeDraw and remove the need for the
// #if ANDROID check.
PrimaryThreadLoader.DoLoads();
#endif
if (GraphicsDevice.DisplayMode.Width != previousDisplayWidth ||
GraphicsDevice.DisplayMode.Height != previousDisplayHeight)
{
previousDisplayHeight = GraphicsDevice.DisplayMode.Height;
previousDisplayWidth = GraphicsDevice.DisplayMode.Width;
graphicsDeviceManager.ResetClientBounds();
}
_drawables.ForEachFilteredItem(DrawAction, gameTime);
}
private static readonly Action<IUpdateable, GameTime> UpdateAction =
(updateable, gameTime) => updateable.Update(gameTime);
protected virtual void Update(GameTime gameTime)
{
_updateables.ForEachFilteredItem(UpdateAction, gameTime);
}
protected virtual void OnExiting(object sender, EventArgs args)
{
Raise(Exiting, args);
}
#endregion Protected Methods
#region Event Handlers
private void Components_ComponentAdded(
object sender, GameComponentCollectionEventArgs e)
{
// Since we only subscribe to ComponentAdded after the graphics
// devices are set up, it is safe to just blindly call Initialize.
e.GameComponent.Initialize();
CategorizeComponent(e.GameComponent);
}
private void Components_ComponentRemoved(
object sender, GameComponentCollectionEventArgs e)
{
DecategorizeComponent(e.GameComponent);
}
private void Platform_AsyncRunLoopEnded(object sender, EventArgs e)
{
AssertNotDisposed();
var platform = (GamePlatform)sender;
platform.AsyncRunLoopEnded -= Platform_AsyncRunLoopEnded;
EndRun();
OnExiting(this, EventArgs.Empty);
}
private void Platform_Activated(object sender, EventArgs e)
{
AssertNotDisposed();
Raise(Activated, e);
}
private void Platform_Deactivated(object sender, EventArgs e)
{
AssertNotDisposed();
Raise(Deactivated, e);
}
#endregion Event Handlers
#region Internal Methods
// FIXME: We should work toward eliminating internal methods. They
// break entirely the possibility that additional platforms could
// be added by third parties without changing MonoGame itself.
internal void applyChanges(GraphicsDeviceManager manager)
{
Platform.BeginScreenDeviceChange(GraphicsDevice.PresentationParameters.IsFullScreen);
if (GraphicsDevice.PresentationParameters.IsFullScreen)
Platform.EnterFullScreen();
else
Platform.ExitFullScreen();
// FIXME: Is this the correct/best way to set the viewport? There
// are/were several snippets like this through the project.
var viewport = new Viewport();
viewport.X = 0;
viewport.Y = 0;
#if WINDOWS || LINUX
viewport.Width = manager.PreferredBackBufferWidth;// GraphicsDevice.PresentationParameters.BackBufferWidth;
viewport.Height = manager.PreferredBackBufferHeight;// GraphicsDevice.PresentationParameters.BackBufferHeight;
#else
viewport.Width = GraphicsDevice.PresentationParameters.BackBufferWidth;
viewport.Height = GraphicsDevice.PresentationParameters.BackBufferHeight;
#endif
GraphicsDevice.Viewport = viewport;
Platform.EndScreenDeviceChange(string.Empty, viewport.Width, viewport.Height);
}
internal void DoUpdate(GameTime gameTime)
{
AssertNotDisposed();
if (Platform.BeforeUpdate(gameTime))
Update(gameTime);
}
internal void DoDraw(GameTime gameTime)
{
AssertNotDisposed();
// Draw and EndDraw should not be called if BeginDraw returns false.
// http://stackoverflow.com/questions/4054936/manual-control-over-when-to-redraw-the-screen/4057180#4057180
// http://stackoverflow.com/questions/4235439/xna-3-1-to-4-0-requires-constant-redraw-or-will-display-a-purple-screen
if (Platform.BeforeDraw(gameTime) && BeginDraw())
{
Draw(gameTime);
EndDraw();
}
}
internal void DoInitialize()
{
AssertNotDisposed();
Platform.BeforeInitialize();
Initialize();
}
#if LINUX
internal void ResizeWindow(bool changed)
{
((LinuxGamePlatform)Platform).ResetWindowBounds(changed);
}
#endif
#endregion Internal Methods
private GraphicsDeviceManager graphicsDeviceManager
{
get
{
if (_graphicsDeviceManager == null)
{
_graphicsDeviceManager = (IGraphicsDeviceManager)
Services.GetService(typeof(IGraphicsDeviceManager));
if (_graphicsDeviceManager == null)
throw new InvalidOperationException ("No Graphics Device Manager");
}
return (GraphicsDeviceManager)_graphicsDeviceManager;
}
}
// NOTE: InitializeExistingComponents really should only be called once.
// Game.Initialize is the only method in a position to guarantee
// that no component will get a duplicate Initialize call.
// Further calls to Initialize occur immediately in response to
// Components.ComponentAdded.
private void InitializeExistingComponents()
{
// TODO: Would be nice to get rid of this copy, but since it only
// happens once per game, it's fairly low priority.
var copy = new IGameComponent[Components.Count];
Components.CopyTo(copy, 0);
foreach (var component in copy)
component.Initialize();
}
private void CategorizeComponents()
{
DecategorizeComponents();
for (int i = 0; i < Components.Count; ++i)
CategorizeComponent(Components[i]);
}
// FIXME: I am open to a better name for this method. It does the
// opposite of CategorizeComponents.
private void DecategorizeComponents()
{
_updateables.Clear();
_drawables.Clear();
}
private void CategorizeComponent(IGameComponent component)
{
if (component is IUpdateable)
_updateables.Add((IUpdateable)component);
if (component is IDrawable)
_drawables.Add((IDrawable)component);
}
// FIXME: I am open to a better name for this method. It does the
// opposite of CategorizeComponent.
private void DecategorizeComponent(IGameComponent component)
{
if (component is IUpdateable)
_updateables.Remove((IUpdateable)component);
if (component is IDrawable)
_drawables.Remove((IDrawable)component);
}
private void Raise<TEventArgs>(EventHandler<TEventArgs> handler, TEventArgs e)
where TEventArgs : EventArgs
{
if (handler != null)
handler(this, e);
}
/// <summary>
/// The SortingFilteringCollection class provides efficient, reusable
/// sorting and filtering based on a configurable sort comparer, filter
/// predicate, and associate change events.
/// </summary>
class SortingFilteringCollection<T> : ICollection<T>
{
private readonly List<T> _items;
private readonly List<AddJournalEntry> _addJournal;
private readonly Comparison<AddJournalEntry> _addJournalSortComparison;
private readonly List<int> _removeJournal;
private readonly List<T> _cachedFilteredItems;
private bool _shouldRebuildCache;
private readonly Predicate<T> _filter;
private readonly Comparison<T> _sort;
private readonly Action<T, EventHandler<EventArgs>> _filterChangedSubscriber;
private readonly Action<T, EventHandler<EventArgs>> _filterChangedUnsubscriber;
private readonly Action<T, EventHandler<EventArgs>> _sortChangedSubscriber;
private readonly Action<T, EventHandler<EventArgs>> _sortChangedUnsubscriber;
public SortingFilteringCollection(
Predicate<T> filter,
Action<T, EventHandler<EventArgs>> filterChangedSubscriber,
Action<T, EventHandler<EventArgs>> filterChangedUnsubscriber,
Comparison<T> sort,
Action<T, EventHandler<EventArgs>> sortChangedSubscriber,
Action<T, EventHandler<EventArgs>> sortChangedUnsubscriber)
{
_items = new List<T>();
_addJournal = new List<AddJournalEntry>();
_removeJournal = new List<int>();
_cachedFilteredItems = new List<T>();
_shouldRebuildCache = true;
_filter = filter;
_filterChangedSubscriber = filterChangedSubscriber;
_filterChangedUnsubscriber = filterChangedUnsubscriber;
_sort = sort;
_sortChangedSubscriber = sortChangedSubscriber;
_sortChangedUnsubscriber = sortChangedUnsubscriber;
_addJournalSortComparison = CompareAddJournalEntry;
}
private int CompareAddJournalEntry(AddJournalEntry x, AddJournalEntry y)
{
int result = _sort((T)x.Item, (T)y.Item);
if (result != 0)
return result;
return x.Order - y.Order;
}
public void ForEachFilteredItem<TUserData>(Action<T, TUserData> action, TUserData userData)
{
if (_shouldRebuildCache)
{
ProcessRemoveJournal();
ProcessAddJournal();
// Rebuild the cache
_cachedFilteredItems.Clear();
for (int i = 0; i < _items.Count; ++i)
if (_filter(_items[i]))
_cachedFilteredItems.Add(_items[i]);
_shouldRebuildCache = false;
}
for (int i = 0; i < _cachedFilteredItems.Count; ++i)
action(_cachedFilteredItems[i], userData);
// If the cache was invalidated as a result of processing items,
// now is a good time to clear it and give the GC (more of) a
// chance to do its thing.
if (_shouldRebuildCache)
_cachedFilteredItems.Clear();
}
public void Add(T item)
{
// NOTE: We subscribe to item events after items in _addJournal
// have been merged.
_addJournal.Add(new AddJournalEntry(_addJournal.Count, item));
InvalidateCache();
}
public bool Remove(T item)
{
if (_addJournal.Remove(AddJournalEntry.CreateKey(item)))
return true;
var index = _items.IndexOf(item);
if (index >= 0)
{
UnsubscribeFromItemEvents(item);
_removeJournal.Add(index);
InvalidateCache();
return true;
}
return false;
}
public void Clear()
{
for (int i = 0; i < _items.Count; ++i)
{
_filterChangedUnsubscriber(_items[i], Item_FilterPropertyChanged);
_sortChangedUnsubscriber(_items[i], Item_SortPropertyChanged);
}
_addJournal.Clear();
_removeJournal.Clear();
_items.Clear();
InvalidateCache();
}
public bool Contains(T item)
{
return _items.Contains(item);
}
public void CopyTo(T[] array, int arrayIndex)
{
_items.CopyTo(array, arrayIndex);
}
public int Count
{
get { return _items.Count; }
}
public bool IsReadOnly
{
get { return false; }
}
public IEnumerator<T> GetEnumerator()
{
return _items.GetEnumerator();
}
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()
{
return ((System.Collections.IEnumerable)_items).GetEnumerator();
}
private static readonly Comparison<int> RemoveJournalSortComparison =
(x, y) => Comparer<int>.Default.Compare(y, x); // Sort high to low
private void ProcessRemoveJournal()
{
if (_removeJournal.Count == 0)
return;
// Remove items in reverse. (Technically there exist faster
// ways to bulk-remove from a variable-length array, but List<T>
// does not provide such a method.)
_removeJournal.Sort(RemoveJournalSortComparison);
for (int i = 0; i < _removeJournal.Count; ++i)
_items.RemoveAt(_removeJournal[i]);
_removeJournal.Clear();
}
private void ProcessAddJournal()
{
if (_addJournal.Count == 0)
return;
// Prepare the _addJournal to be merge-sorted with _items.
// _items is already sorted (because it is always sorted).
_addJournal.Sort(_addJournalSortComparison);
int iAddJournal = 0;
int iItems = 0;
while (iItems < _items.Count && iAddJournal < _addJournal.Count)
{
var addJournalItem = (T)_addJournal[iAddJournal].Item;
// If addJournalItem is less than (belongs before)
// _items[iItems], insert it.
if (_sort(addJournalItem, _items[iItems]) < 0)
{
SubscribeToItemEvents(addJournalItem);
_items.Insert(iItems, addJournalItem);
++iAddJournal;
}
// Always increment iItems, either because we inserted and
// need to move past the insertion, or because we didn't
// insert and need to consider the next element.
++iItems;
}
// If _addJournal had any "tail" items, append them all now.
for (; iAddJournal < _addJournal.Count; ++iAddJournal)
{
var addJournalItem = (T)_addJournal[iAddJournal].Item;
SubscribeToItemEvents(addJournalItem);
_items.Add(addJournalItem);
}
_addJournal.Clear();
}
private void SubscribeToItemEvents(T item)
{
_filterChangedSubscriber(item, Item_FilterPropertyChanged);
_sortChangedSubscriber(item, Item_SortPropertyChanged);
}
private void UnsubscribeFromItemEvents(T item)
{
_filterChangedUnsubscriber(item, Item_FilterPropertyChanged);
_sortChangedUnsubscriber(item, Item_SortPropertyChanged);
}
private void InvalidateCache()
{
_shouldRebuildCache = true;
}
private void Item_FilterPropertyChanged(object sender, EventArgs e)
{
InvalidateCache();
}
private void Item_SortPropertyChanged(object sender, EventArgs e)
{
var item = (T)sender;
var index = _items.IndexOf(item);
_addJournal.Add(new AddJournalEntry(_addJournal.Count, item));
_removeJournal.Add(index);
// Until the item is back in place, we don't care about its
// events. We will re-subscribe when _addJournal is processed.
UnsubscribeFromItemEvents(item);
InvalidateCache();
}
}
// For iOS, the AOT compiler can't seem to handle a
// List<AddJournalEntry<T>>, so unfortunately we'll use object
// for storage.
private struct AddJournalEntry
{
public readonly int Order;
public readonly object Item;
public AddJournalEntry(int order, object item)
{
Order = order;
Item = item;
}
public static AddJournalEntry CreateKey(object item)
{
return new AddJournalEntry(-1, item);
}
public override int GetHashCode()
{
return Item.GetHashCode();
}
public override bool Equals(object obj)
{
if (!(obj is AddJournalEntry))
return false;
return object.Equals(Item, ((AddJournalEntry)obj).Item);
}
}
}
public enum GameRunBehavior
{
Asynchronous,
Synchronous
}
}
|