/// <summary>
        /// replaces returning the old value - not especially usefull
        /// </summary>
        /// <param name="num"></param>
        /// <param name="r"></param>
        /// <returns></returns>
        public RC_Renderable replace(int num, RC_Renderable r)
        {
            RC_Renderable retv = rlist[num];

            rlist[num] = r;
            return(retv);
        }
 /// <summary>
 /// Copy constructor dont know if it will ever be used since its a parent class
 /// </summary>
 public RC_Renderable(RC_Renderable r)
 {
     active  = r.active;
     visible = r.visible;
     colour  = r.colour;
     tag     = r.tag;
     tagInt  = r.tagInt;
 }
 /// <summary>
 /// Copy constructor dont know if it will ever be used since its a parent class
 /// </summary>
 public RC_Renderable(RC_Renderable r)
 {
     active      = r.active;
     visible     = r.visible;
     colour      = r.colour;
     tag         = r.tag;
     tagInt      = r.tagInt;
     dragAndDrop = false;
 }
        /// <summary>
        /// standard way to add things to the list reusing old space to
        /// stop the list growing to long
        /// </summary>
        /// <param name="r"></param>
        public void addReuse(RC_Renderable r)
        {
            int i = findInactive();

            if (i == -1)
            {
                rlist.Add(r);
            }
            else
            {
                rlist[i] = r;
            }
        }
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        /// <summary>
        /// This returns the index of the next renderable
        /// in most cases it makes no senseits probably only usefull in gui applications
        /// it assumes the renderables are placed in the list an a meaningfull order
        /// </summary>
        /// <param name="item"></param>
        /// <returns></returns>
        public int IndexOfNext(RC_Renderable item)
        {
            int retv = rlist.IndexOf(item);

            if (retv < 0)
            {
                return(retv);
            }
            if (retv == rlist.Count - 1)
            {
                return(rlist.Count - 1);
            }
            return(retv + 1);
        }
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        /// <summary>
        /// This returns the index of the previous renderable
        /// in most cases it makes no senseits probably only usefull in gui applications
        /// it assumes the renderables are placed in the list an a meaningfull order
        /// </summary>
        /// <param name="item"></param>
        /// <returns></returns>
        public int IndexOfPrevious(RC_Renderable item)
        {
            int retv = rlist.IndexOf(item);

            if (retv < 0)
            {
                return(retv);
            }
            if (retv == 0)
            {
                return(0);
            }
            return(retv - 1);
        }
        /// <summary>
        /// gets a renderable i
        /// </summary>
        /// <param name="i"></param>
        /// <returns></returns>
        public RC_Renderable getRenderable(int i)
        {
            RC_Renderable retv = rlist[i];

            return(retv);
        }
 /// <summary>
 /// Adds to the list - fast but usually we would use the 'addReuse' method
 /// </summary>
 /// <param name="r"></param>
 public void addToEnd(RC_Renderable r)
 {
     rlist.Add(r);
 }
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 /// <summary>
 /// This returns the index of a given renderable
 /// </summary>
 /// <param name="item"></param>
 /// <returns></returns>
 public int IndexOf(RC_Renderable item)
 {
     return(rlist.IndexOf(item));
 }