public FrameworkDebugOverlay(IFrameworkMessenger frameworkMessenger, IDebugAnalytics debugAnalytics, IFramesPerSecondMonitor fpsMonitor, ISystemComponents systemComponents, IDrawStageRenderer drawStageRenderer, IIdGenerator idGenerator, IDrawQueueFactory drawQueueFactory, IDrawQueueGroupFactory drawQueueGroupFactory, IQueueToBufferBlitter queueToBufferBlitter, IDrawStageBuffersFactory drawStageBuffersFactory, IDrawStageBatcherFactory drawStageBatcherFactory, IFontManager fontManager ) { _frameworkMessenger = frameworkMessenger; _debugAnalytics = debugAnalytics; _fpsMonitor = fpsMonitor; _systemComponents = systemComponents; _drawStageRenderer = drawStageRenderer; _idGenerator = idGenerator; _drawQueueFactory = drawQueueFactory; _drawQueueGroupFactory = drawQueueGroupFactory; _queueToBufferBlitter = queueToBufferBlitter; _drawStageBuffersFactory = drawStageBuffersFactory; _drawStageBatcherFactory = drawStageBatcherFactory; _fontManager = fontManager; Visible = false; ReInitialise(); }
public DrawQueueGroupFactory(IDrawQueueFactory queueFactory, IIdGenerator idGenerator, IDrawStageBuffersFactory buffersFactory, IQueueToBufferBlitter queueToBufferBlitter) { _queueFactory = queueFactory; _idGenerator = idGenerator; _buffersFactory = buffersFactory; _queueToBufferBlitter = queueToBufferBlitter; }
public DrawQueueGroup(IIdGenerator idGenerator, IDrawQueueFactory queueFactory, IDrawStageBuffers buffers, IQueueToBufferBlitter blitter, bool skipDrawQueueSortingByDepthsAndLayers) { Buffers = buffers; _idGenerator = idGenerator; _queueFactory = queueFactory; _blitter = blitter; _skipDrawQueueSortingByDepthsAndLayers = skipDrawQueueSortingByDepthsAndLayers; DynamicQueue = new QueueWrap { Id = 0UL, Queue = _queueFactory.Create(_skipDrawQueueSortingByDepthsAndLayers), BufferPositionOfFirstVertex = 0, BufferPositionOfFirstIndex = 0 }; PersistentQueues = new List <QueueWrap>(); //List not dictionary keyed with id so can be confident about order when iterating (dic probably fine...) }