Ejemplo n.º 1
0
        /// <summary>
        ///     Updates all of the current buffer users.
        /// </summary>
        public void UpdateBufferUsers()
        {
            for (var i = 0; i < UserBuffer.Count; i++)
            {
                var bufferObject = UserBuffer.ElementAt(i);

                // In the event that there aren't any available users left, we want to remove these unused
                // contained drawable objects.
                if (AvailableUsers.ElementAtOrDefault(PoolStartingIndex + i) == null)
                {
                    RemoveContainedDrawable(bufferObject);
                    UserBufferObjectsUsed--;
                    continue;
                }

                bufferObject.Y = (PoolStartingIndex + i) * DrawableOnlineUser.HEIGHT;
                bufferObject.UpdateUser(AvailableUsers[PoolStartingIndex + i]);

                // Make sure the object is contained if it isn't already.
                if (bufferObject.Parent != ContentContainer)
                {
                    AddContainedDrawable(bufferObject);
                }
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        ///     Handles shifting the pool whenever the container is scrolled.
        ///     Also initializing any new objects that need it.
        /// </summary>
        /// <param name="direction"></param>
        private void HandlePoolShifting(Direction direction)
        {
            switch (direction)
            {
            case Direction.Forward:
                // If there are no available users then there's no need to do anything.
                if (AvailableUsers.ElementAtOrDefault(PoolStartingIndex) == null ||
                    AvailableUsers.ElementAtOrDefault(PoolStartingIndex + MAX_USERS_SHOWN) == null)
                {
                    return;
                }

                var firstUser = UserBuffer.First();

                // Check if the object is in the rect of the ScrollContainer.
                // If it is, then there's no updating that needs to happen.
                if (!Rectangle.Intersect(firstUser.ScreenRectangle, ScreenRectangle).IsEmpty)
                {
                    return;
                }

                // Update the user's information and y position.
                firstUser.Y = (PoolStartingIndex + MAX_USERS_SHOWN) * DrawableOnlineUser.HEIGHT;

                lock (AvailableUsers)
                    firstUser.UpdateUser(AvailableUsers[PoolStartingIndex + MAX_USERS_SHOWN]);

                // Circuluarly Shift the list forward one.
                UserBuffer.RemoveFirst();
                UserBuffer.AddLast(firstUser);

                // Take this user, and place them at the bottom.
                PoolStartingIndex++;
                break;

            case Direction.Backward:
                // If there are no previous available user then there's no need to shift.
                if (AvailableUsers.ElementAtOrDefault(PoolStartingIndex - 1) == null)
                {
                    return;
                }

                var lastUser = UserBuffer.Last();

                // Check if the object is in the rect of the ScrollContainer.
                // If it is, then there's no updating that needs to happen.
                if (!Rectangle.Intersect(lastUser.ScreenRectangle, ScreenRectangle).IsEmpty)
                {
                    return;
                }

                lastUser.Y = (PoolStartingIndex - 1) * DrawableOnlineUser.HEIGHT;

                lock (AvailableUsers)
                    lastUser.UpdateUser(AvailableUsers[PoolStartingIndex - 1]);

                UserBuffer.RemoveLast();
                UserBuffer.AddFirst(lastUser);

                PoolStartingIndex--;
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(direction), direction, null);
            }
        }