public void Detach(SpriteBase pBase) { SpriteNode pNode = pBase.GetBackSpriteNode(); SpriteNodeManager pMySBNManager = this.GetSpriteNodeManager(); pMySBNManager.Remove(pNode); }
public static void Remove(SpriteNode pSpriteBatchNode) { Debug.Assert(pSpriteBatchNode != null); SpriteNodeManager pSpriteNodeMan = pSpriteBatchNode.GetSBNodeManager(); Debug.Assert(pSpriteNodeMan != null); pSpriteNodeMan.Remove(pSpriteBatchNode); }
//---------------------------------------------------------------------------------- // Constructor //---------------------------------------------------------------------------------- public SpriteNodeBatch() : base() { //delegates first to construct a DLink, then fills these fields this.name = SpriteNodeBatch.Name.Uninitialized; this.bDrawStatus = true; this.poSpriteNodeManager = new SpriteNodeManager(); Debug.Assert(this.poSpriteNodeManager != null); }
public SpriteBatch() : base() { this.name = SpriteBatch.Name.Uninitialized; this.pSpriteNodeManager = new SpriteNodeManager(); Debug.Assert(this.pSpriteNodeManager != null); this.bDraw = true; }
public void Set(SpriteBase pNode, SpriteNodeManager _pSpriteNodeMan) { Debug.Assert(pNode != null); this.pSpriteBase = pNode; // Set the back pointer // Allows easier deletion in the future Debug.Assert(pSpriteBase != null); this.pSpriteBase.SetSpriteNode(this); Debug.Assert(_pSpriteNodeMan != null); this.pBackSpriteNodeMan = _pSpriteNodeMan; }
//---------------------------------------------------------------------------------- // Methods //---------------------------------------------------------------------------------- public void Set(SpriteBase pBase, SpriteNodeManager pSpriteNodeManager) { Debug.Assert(pBase != null); this.pSprite = pBase; // Set the back pointer // Allows easier deletion in the future Debug.Assert(pSprite != null); this.pSprite.SetSpriteNode(this); Debug.Assert(pSpriteNodeManager != null); this.pBackSpriteNodeMan = pSpriteNodeManager; }
public static void Draw() { SpriteBatchManager pMan = SpriteBatchManager.pActiveSBMan; Debug.Assert(pMan != null); // walk through the list and render SpriteBatch pSpriteBatch = (SpriteBatch)pMan.BaseGetActive(); while (pSpriteBatch != null) { if (pSpriteBatch.GetDrawBool()) { SpriteNodeManager pSBNodeMan = pSpriteBatch.GetSpriteNodeManager(); Debug.Assert(pSBNodeMan != null); // Kick the can pSBNodeMan.Draw(); } pSpriteBatch = (SpriteBatch)pSpriteBatch.pNext; } }
//---------------------------------------------------------------------------------- // Constructor //---------------------------------------------------------------------------------- public SpriteNode() : base() { // delegates to DLink constructor first, then does the following this.pSprite = null; this.pBackSpriteNodeMan = null; }