C# 클래스 Squared.Render.RenderCoordinator

상속: IDisposable
파일 보기 프로젝트 열기: sq/Fracture 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
CreateResourceLock object
EnableThreading bool
Manager RenderManager
PrepareLock object
ThreadGroup ThreadGroup
UseResourceLock object
WorkStopwatch Stopwatch

공개 메소드들

메소드 설명
AfterPresent ( System.Action action ) : void

Queues an operation to occur immediately after Present.

BeforePresent ( System.Action action ) : void

Queues an operation to occur immediately before Present, after all drawing commands have been issued.

BeginDraw ( ) : bool
Dispose ( ) : void
DisposeResource ( IDisposable resource ) : void
EndDraw ( ) : void
RenderCoordinator ( IGraphicsDeviceService deviceService, Thread mainThread, ThreadGroup threadGroup ) : System

Constructs a render coordinator. A render manager and synchronous draw methods are automatically provided for you.

RenderCoordinator ( RenderManager manager, Func synchronousBeginDraw, System.Action synchronousEndDraw ) : System

Constructs a render coordinator.

SynchronousDrawToRenderTarget ( RenderTarget2D renderTarget, DefaultMaterialSet materials, Action drawBehavior ) : bool

Synchronously renders a complete frame to the specified render target. Automatically sets up the device's viewport and the view transform of your materials and restores them afterwards.

WaitForActiveDraw ( ) : bool

보호된 메소드들

메소드 설명
CheckMainThread ( bool allowThreading ) : void
DefaultBeginDraw ( ) : bool
DefaultEndDraw ( ) : void
OnDeviceReset ( object sender, EventArgs args ) : void
OnDeviceResetting ( object sender, EventArgs args ) : void
PrepareFrame ( Frame frame, bool threaded ) : void
PrepareNextFrame ( Frame newFrame, bool threaded ) : void

Finishes preparing the current Frame and readies it to be sent to the graphics device for rendering.

RenderFrameToDraw ( bool endDraw ) : void
RunAfterPresentHandlers ( ) : void
RunBeforePresentHandlers ( ) : void
ThreadedDraw ( ) : void

비공개 메소드들

메소드 설명
CoreInitialize ( ) : void
FlushDisposeList ( List list ) : void
FlushPendingDisposes ( ) : void
RenderFrame ( Frame frame, bool acquireLock ) : void
WaitForActiveDraws ( ) : bool
WaitForActiveSynchronousDraw ( ) : bool
WaitForPendingWork ( ) : void

메소드 상세

AfterPresent() 공개 메소드

Queues an operation to occur immediately after Present.
public AfterPresent ( System.Action action ) : void
action System.Action
리턴 void

BeforePresent() 공개 메소드

Queues an operation to occur immediately before Present, after all drawing commands have been issued.
public BeforePresent ( System.Action action ) : void
action System.Action
리턴 void

BeginDraw() 공개 메소드

public BeginDraw ( ) : bool
리턴 bool

CheckMainThread() 보호된 메소드

protected CheckMainThread ( bool allowThreading ) : void
allowThreading bool
리턴 void

DefaultBeginDraw() 보호된 메소드

protected DefaultBeginDraw ( ) : bool
리턴 bool

DefaultEndDraw() 보호된 메소드

protected DefaultEndDraw ( ) : void
리턴 void

Dispose() 공개 메소드

public Dispose ( ) : void
리턴 void

DisposeResource() 공개 메소드

public DisposeResource ( IDisposable resource ) : void
resource IDisposable
리턴 void

EndDraw() 공개 메소드

public EndDraw ( ) : void
리턴 void

OnDeviceReset() 보호된 메소드

protected OnDeviceReset ( object sender, EventArgs args ) : void
sender object
args System.EventArgs
리턴 void

OnDeviceResetting() 보호된 메소드

protected OnDeviceResetting ( object sender, EventArgs args ) : void
sender object
args System.EventArgs
리턴 void

PrepareFrame() 보호된 메소드

protected PrepareFrame ( Frame frame, bool threaded ) : void
frame Frame
threaded bool
리턴 void

PrepareNextFrame() 보호된 메소드

Finishes preparing the current Frame and readies it to be sent to the graphics device for rendering.
protected PrepareNextFrame ( Frame newFrame, bool threaded ) : void
newFrame Frame
threaded bool
리턴 void

RenderCoordinator() 공개 메소드

Constructs a render coordinator. A render manager and synchronous draw methods are automatically provided for you.
public RenderCoordinator ( IGraphicsDeviceService deviceService, Thread mainThread, ThreadGroup threadGroup ) : System
deviceService IGraphicsDeviceService
mainThread Thread
threadGroup ThreadGroup
리턴 System

RenderCoordinator() 공개 메소드

Constructs a render coordinator.
public RenderCoordinator ( RenderManager manager, Func synchronousBeginDraw, System.Action synchronousEndDraw ) : System
manager RenderManager The render manager responsible for creating frames and dispatching them to the graphics device.
synchronousBeginDraw Func The function responsible for synchronously beginning a rendering operation. This will be invoked on the rendering thread.
synchronousEndDraw System.Action The function responsible for synchronously ending a rendering operation and presenting it to the screen. This will be invoked on the rendering thread.
리턴 System

RenderFrameToDraw() 보호된 메소드

protected RenderFrameToDraw ( bool endDraw ) : void
endDraw bool
리턴 void

RunAfterPresentHandlers() 보호된 메소드

protected RunAfterPresentHandlers ( ) : void
리턴 void

RunBeforePresentHandlers() 보호된 메소드

protected RunBeforePresentHandlers ( ) : void
리턴 void

SynchronousDrawToRenderTarget() 공개 메소드

Synchronously renders a complete frame to the specified render target. Automatically sets up the device's viewport and the view transform of your materials and restores them afterwards.
public SynchronousDrawToRenderTarget ( RenderTarget2D renderTarget, DefaultMaterialSet materials, Action drawBehavior ) : bool
renderTarget Microsoft.Xna.Framework.Graphics.RenderTarget2D
materials DefaultMaterialSet
drawBehavior Action
리턴 bool

ThreadedDraw() 보호된 메소드

protected ThreadedDraw ( ) : void
리턴 void

WaitForActiveDraw() 공개 메소드

public WaitForActiveDraw ( ) : bool
리턴 bool

프로퍼티 상세

CreateResourceLock 공개적으로 프로퍼티

You must acquire this lock before applying changes to the device, creating objects, or loading content.
public object CreateResourceLock
리턴 object

EnableThreading 공개적으로 프로퍼티

If set to false, threads will not be used for rendering.
public bool EnableThreading
리턴 bool

Manager 공개적으로 프로퍼티

public RenderManager Manager
리턴 RenderManager

PrepareLock 공개적으로 프로퍼티

This lock is held during frame preparation.
public object PrepareLock
리턴 object

ThreadGroup 공개적으로 프로퍼티

public ThreadGroup ThreadGroup
리턴 ThreadGroup

UseResourceLock 공개적으로 프로퍼티

You must acquire this lock before rendering or resetting the device.
public object UseResourceLock
리턴 object

WorkStopwatch 공개적으로 프로퍼티

public Stopwatch WorkStopwatch
리턴 Stopwatch