コード例 #1
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        /// <summary>
        /// Clears all of the registered dependencies for the specified asset.
        /// </summary>
        /// <param name="asset">The asset identifier of the asset for which to clear dependencies.</param>
        public void ClearAssetDependencies(AssetID asset)
        {
            Contract.Ensure <ArgumentException>(asset.IsValid, nameof(asset));
            Contract.EnsureNotDisposed(this, Disposed);

            ClearAssetDependencies(AssetID.GetAssetPath(asset));
        }
コード例 #2
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        /// <summary>
        /// Sets the flags associated with the specified asset.
        /// </summary>
        /// <param name="asset">The asset identifier of the asset for which to retrieve flags.</param>
        /// <param name="flags">A collection of <see cref="AssetFlags"/> value associated with the specified asset.</param>
        /// <returns><see langword="true"/> if the specified asset has flags defined within this
        /// content manager; otherwise, <see langword="false"/>.</returns>
        internal Boolean GetAssetFlags(AssetID asset, out AssetFlags flags)
        {
            Contract.EnsureNotDisposed(this, Disposed);

            lock (SyncObject)
                return(assetFlags.TryGetValue(AssetID.GetAssetPath(asset), out flags));
        }
コード例 #3
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        /// <summary>
        /// Sets the flags associated with the specified asset.
        /// </summary>
        /// <param name="asset">The asset identifier of the asset for which to set flags.</param>
        /// <param name="flags">A collection of <see cref="AssetFlags"/> values to associate with the specified asset.</param>
        internal void SetAssetFlags(AssetID asset, AssetFlags flags)
        {
            Contract.EnsureNotDisposed(this, Disposed);

            lock (SyncObject)
                assetFlags[AssetID.GetAssetPath(asset)] = flags;
        }
コード例 #4
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        /// <summary>
        /// Adds the specified dependency to an asset. If the asset is being watched for changes, then any
        /// changes to the specified dependency will also cause the main asset to be reloaded.
        /// </summary>
        /// <param name="asset">The asset identifier of the asset for which to add a dependency.</param>
        /// <param name="dependency">The asset identifier of the dependency to add to the specified asset.</param>
        /// <param name="density">The screen density of the assets for which to add a dependency.</param>
        public void AddAssetDependency(AssetID asset, AssetID dependency, ScreenDensityBucket density)
        {
            Contract.Ensure <ArgumentException>(asset.IsValid, nameof(asset));
            Contract.Ensure <ArgumentException>(dependency.IsValid, nameof(dependency));
            Contract.EnsureNotDisposed(this, Disposed);

            AddAssetDependencyInternal(AssetID.GetAssetPath(asset), AssetID.GetAssetPath(dependency), density);
        }
コード例 #5
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        /// <summary>
        /// Gets a value indicating whether the specified asset is registered as a dependency of another asset.
        /// </summary>
        /// <param name="asset">The asset identifier of the main asset to evaluate.</param>
        /// <param name="dependency">The file path of the dependency asset to evaluate.</param>
        /// <param name="density">The screen density for which to query dependency relationships.</param>
        /// <returns><see langword="true"/> if <paramref name="dependency"/> is a dependency of <paramref name="asset"/>; otherwise, <see langword="false"/>.</returns>
        public Boolean IsAssetDependencyPath(AssetID asset, String dependency, ScreenDensityBucket density)
        {
            Contract.Ensure <ArgumentException>(asset.IsValid, nameof(asset));
            Contract.Require(dependency, nameof(dependency));
            Contract.EnsureNotDisposed(this, Disposed);

            return(IsAssetDependencyPathInternal(AssetID.GetAssetPath(asset), dependency, density));
        }
コード例 #6
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        /// <summary>
        /// Adds a watcher for the specified asset.
        /// </summary>
        /// <param name="asset">The asset identifier of the asset for which to add a watcher.</param>
        /// <param name="watcher">The watcher to add for the specified asset.</param>
        /// <returns><see langword="true"/> if the watcher was added; otherwise, <see langword="false"/>.</returns>
        public Boolean AddWatcher <TOutput>(AssetID asset, AssetWatcher <TOutput> watcher)
        {
            Contract.Require(watcher, nameof(watcher));

            var primaryDisplay = ContentManager.Ultraviolet.GetPlatform().Displays.PrimaryDisplay;
            var primaryDisplayDensityBucket = primaryDisplay?.DensityBucket ?? ScreenDensityBucket.Desktop;

            return(AddWatcherInternal(AssetID.GetAssetPath(asset), primaryDisplayDensityBucket, watcher));
        }
コード例 #7
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        /// <summary>
        /// Gets a <see cref="WatchedAsset{T}"/> which watches the specified asset. The <see cref="WatchedAsset{T}"/> which is returned
        /// is owned by the content manager and shared between all callers of this method. If the watched asset has not already been
        /// loaded, it will be loaded and added to the content manager's internal cache.
        /// </summary>
        /// <typeparam name="TOutput">The type of object being loaded.</typeparam>
        /// <param name="asset">The identifier of the asset to load.</param>
        /// <returns>The <see cref="WatchedAsset{T}"/> instance which this content manager uses to watch the specified asset.</returns>
        public WatchedAsset <TOutput> GetSharedWatchedAsset <TOutput>(AssetID asset)
        {
            Contract.EnsureNotDisposed(this, Disposed);

            var primaryDisplay        = Ultraviolet.GetPlatform().Displays.PrimaryDisplay;
            var primaryDisplayDensity = primaryDisplay.DensityBucket;

            return(GetSharedWatchedAssetInternal <TOutput>(AssetID.GetAssetPath(asset), primaryDisplayDensity));
        }
コード例 #8
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        /// <summary>
        /// Adds the specified dependency to an asset. If the asset is being watched for changes, then any
        /// changes to the specified dependency will also cause the main asset to be reloaded.
        /// </summary>
        /// <param name="asset">The asset identifier of the asset for which to add a dependency.</param>
        /// <param name="dependency">The asset identifier of the dependency to add to the specified asset.</param>
        public void AddAssetDependency(AssetID asset, AssetID dependency)
        {
            Contract.Ensure <ArgumentException>(asset.IsValid, nameof(asset));
            Contract.Ensure <ArgumentException>(dependency.IsValid, nameof(dependency));
            Contract.EnsureNotDisposed(this, Disposed);

            var primaryDisplay        = Ultraviolet.GetPlatform().Displays.PrimaryDisplay;
            var primaryDisplayDensity = primaryDisplay?.DensityBucket ?? ScreenDensityBucket.Desktop;

            AddAssetDependencyInternal(AssetID.GetAssetPath(asset), AssetID.GetAssetPath(dependency), primaryDisplayDensity);
        }
コード例 #9
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        /// <summary>
        /// Gets a value indicating whether the specified asset is registered as a dependency of another asset.
        /// </summary>
        /// <param name="asset">The asset identifier of the main asset to evaluate.</param>
        /// <param name="dependency">The file path of the dependency asset to evaluate.</param>
        /// <returns><see langword="true"/> if <paramref name="dependency"/> is a dependency of <paramref name="asset"/>; otherwise, <see langword="false"/>.</returns>
        public Boolean IsAssetDependencyPath(AssetID asset, String dependency)
        {
            Contract.Ensure <ArgumentException>(asset.IsValid, nameof(asset));
            Contract.Require(dependency, nameof(dependency));
            Contract.EnsureNotDisposed(this, Disposed);

            var primaryDisplay        = Ultraviolet.GetPlatform().Displays.PrimaryDisplay;
            var primaryDisplayDensity = primaryDisplay?.DensityBucket ?? ScreenDensityBucket.Desktop;

            return(IsAssetDependencyPathInternal(AssetID.GetAssetPath(asset), dependency, primaryDisplayDensity));
        }
コード例 #10
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        /// <summary>
        /// Adds a watcher for the specified asset.
        /// </summary>
        /// <param name="asset">The asset identifier of the asset for which to add a watcher.</param>
        /// <param name="density">The density bucket corresponding to the version of the asset to watch.</param>
        /// <param name="watcher">The watcher to add for the specified asset.</param>
        /// <returns><see langword="true"/> if the watcher was added; otherwise, <see langword="false"/>.</returns>
        public Boolean AddWatcher <TOutput>(AssetID asset, ScreenDensityBucket density, AssetWatcher <TOutput> watcher)
        {
            Contract.Require(watcher, nameof(watcher));

            return(AddWatcherInternal(AssetID.GetAssetPath(asset), density, watcher));
        }
コード例 #11
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        /// <summary>
        /// Gets a <see cref="WatchedAsset{T}"/> which watches the specified asset. The <see cref="WatchedAsset{T}"/> which is returned
        /// is owned by the content manager and shared between all callers of this method. If the watched asset has not already been
        /// loaded, it will be loaded and added to the content manager's internal cache.
        /// </summary>
        /// <typeparam name="TOutput">The type of object being loaded.</typeparam>
        /// <param name="asset">The identifier of the asset to load.</param>
        /// <param name="density">The screen density for which to retrieve an asset watcher.</param>
        /// <returns>The <see cref="WatchedAsset{T}"/> instance which this content manager uses to watch the specified asset.</returns>
        public WatchedAsset <TOutput> GetSharedWatchedAsset <TOutput>(AssetID asset, ScreenDensityBucket density)
        {
            Contract.EnsureNotDisposed(this, Disposed);

            return(GetSharedWatchedAssetInternal <TOutput>(AssetID.GetAssetPath(asset), density));
        }
コード例 #12
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        /// <summary>
        /// Purges the specified asset from the content manager's internal cache.
        /// </summary>
        /// <param name="asset">The asset to purge from the cache.</param>
        /// <param name="lowMemory">A value indicating whether the cache is being purged due to the operating system
        /// being low on memory. If this value is <see langword="true"/>, then assets which have the
        /// <see cref="AssetFlags.PreserveThroughLowMemory"/> flag will be ignored by this method. Otherwise,
        /// all of the cache's assets will be purged.</param>
        public void PurgeAsset(AssetID asset, Boolean lowMemory)
        {
            Contract.Ensure <ArgumentException>(asset.IsValid, nameof(asset));

            PurgeAsset(AssetID.GetAssetPath(asset), lowMemory);
        }