// Adds reference to |export_node| so we can call export_node->Dispose() in // our destructor. Caller is responsible for calling RemoveExportNode() before // |export_node| is destroyed. public void AddExportNode(ExportNode export_node) { export_nodes_.Add(export_node); // Might already have been added. }
// Removes reference to |export_node|. public void RemoveExportNode(ExportNode export_node) { export_nodes_.Remove(export_node); }
//public scenic.Session session() //{ // return session_; //} //C++ TO C# CONVERTER WARNING: 'const' methods are not available in C#: //ORIGINAL LINE: bool has_metrics() const //public bool has_metrics() //{ // return !metrics_ == null; //} //public void set_metrics(fuchsia.ui.gfx.MetricsPtr metrics) //{ // metrics_ = metrics; //} //C++ TO C# CONVERTER WARNING: 'const' methods are not available in C#: //ORIGINAL LINE: const fuchsia::ui::gfx::MetricsPtr& metrics() const //public fuchsia.ui.gfx.MetricsPtr metrics() //{ // return metrics_; //} public void AddChildScene(ExportNode export_node, SKPoint offset, bool hit_testable) { //FML_DCHECK(top_entity_); //export_node.Bind(this, top_entity_.entity_node(), offset, hit_testable); }