public void Dispose()
 {
     EditsBuffer.Dispose();
     ReferenceFramesBuffer.Dispose();
     UpdatedComponentDiffs.Dispose();
     DisposedComponentIds.Dispose();
     DisposedEventHandlerIds.Dispose();
 }
Example #2
0
 public void Clear()
 {
     EditsBuffer.Clear();
     ReferenceFramesBuffer.Clear();
     ComponentRenderQueue.Clear();
     UpdatedComponentDiffs.Clear();
     DisposedComponentIds.Clear();
     DisposedEventHandlerIds.Clear();
 }
    public void ClearStateForCurrentBatch()
    {
        // This method is used to reset the builder back to a default state so it can
        // begin building the next batch. That means clearing all the tracked state, but
        // *not* clearing ComponentRenderQueue because that may hold information about
        // the next batch we want to build. We shouldn't ever need to clear
        // ComponentRenderQueue explicitly, because it gets cleared as an aspect of
        // processing the render queue.

        EditsBuffer.Clear();
        ReferenceFramesBuffer.Clear();
        UpdatedComponentDiffs.Clear();
        DisposedComponentIds.Clear();
        DisposedEventHandlerIds.Clear();
        AttributeDiffSet.Clear();
    }
 public RenderBatch ToBatch()
 => new RenderBatch(
     UpdatedComponentDiffs.ToRange(),
     ReferenceFramesBuffer.ToRange(),
     DisposedComponentIds.ToRange(),
     DisposedEventHandlerIds.ToRange());