// 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);
        }