public void Dispose() { EditsBuffer.Dispose(); ReferenceFramesBuffer.Dispose(); UpdatedComponentDiffs.Dispose(); DisposedComponentIds.Dispose(); DisposedEventHandlerIds.Dispose(); }
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());