Esempio n. 1
0
        ///////////////////////////////////////////////////////
        //
        // Methods
        //
        ///////////////////////////////////////////////////////

        /// <summary>
        ///		Attaches a sprite to the batch using a batch element
        /// </summary>
        /// <param name="newSprite"></param>
        /// <param name="newId"></param>
        /// <returns></returns>
        public SpriteBatchElement Attach(Sprite newSprite, uint newId)
        {
            SpriteBatchElement newElement = this.BaseAttach(newId) as SpriteBatchElement;

            newElement.SetSprite(newSprite);
            return(newElement);
        }
Esempio n. 2
0
 // Prefills the pool with the given number of elements
 protected override void FillReserve(int fillSize)
 {
     for (int i = fillSize; i > 0; i--)
     {
         SpriteBatchElement newNode = new SpriteBatchElement();
         this.reservedList.PushFront(newNode);
     }
 }
Esempio n. 3
0
        /// <summary>
        ///		Detaches a sprite from the batch
        /// </summary>
        /// <param name="oldName"></param>
        /// <param name="oldId"></param>
        /// <returns></returns>
        public bool Detach(Sprite.Name oldName, uint oldId)
        {
            SpriteBatchElement oldNode = this.BaseDetach(oldName, oldId) as SpriteBatchElement;

            if (oldNode == null)
            {
                return(false);
            }
            oldNode.Reset();
            return(true);
        }
Esempio n. 4
0
        /// <summary>
        ///		Draws all sprites in the batch
        /// </summary>
        public void Draw()
        {
            SpriteBatchElement itr = this.activeList.Head as SpriteBatchElement;

            while (itr != null)
            {
                // Draw one sprite
                itr.Draw();

                // Next node
                itr = itr.next as SpriteBatchElement;
            }
        }