- Started Windows, Metro and Linux Platform-Plugins - Moved the RecordingSample to the Samples folder - Started two samples for using the graphics device in a WinForms and Wpf Editor - Refactorings in the AddIn-System - Moved the Window initialization-code to the Platform modules - Changed the License text in all code files which is now way smaller - Started ProjectConverter tool which converts all the projects and solution to the target configuration - Changed the SupportedPlatform names in the Resource files - Changed the WIN8 define to WINDOWSMETRO which is actually meant - Removed NLog and started our own Logger class - Many more stuff...
99 lines
2.6 KiB
C#
99 lines
2.6 KiB
C#
#region Using Statements
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using System;
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using ANX.Framework.NonXNA.RenderSystem;
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using ANX.Framework.NonXNA;
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#endregion // Using Statements
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework.Graphics
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{
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public abstract class Texture : GraphicsResource
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{
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protected internal int levelCount;
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protected internal SurfaceFormat format;
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protected internal INativeTexture nativeTexture;
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public Texture(GraphicsDevice graphicsDevice)
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: base(graphicsDevice)
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{
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base.GraphicsDevice.ResourceCreated += GraphicsDevice_ResourceCreated;
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base.GraphicsDevice.ResourceDestroyed += GraphicsDevice_ResourceDestroyed;
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}
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~Texture()
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{
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base.GraphicsDevice.ResourceCreated -= GraphicsDevice_ResourceCreated;
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base.GraphicsDevice.ResourceDestroyed -= GraphicsDevice_ResourceDestroyed;
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}
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public int LevelCount
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{
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get
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{
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return this.levelCount;
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}
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}
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public SurfaceFormat Format
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{
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get
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{
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return this.format;
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}
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}
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internal INativeTexture NativeTexture
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{
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get
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{
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if (this.nativeTexture == null)
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{
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ReCreateNativeTextureSurface();
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}
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return this.nativeTexture;
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}
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}
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public override void Dispose()
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{
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Dispose(true);
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}
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protected override void Dispose(bool disposeManaged)
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{
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if (disposeManaged && nativeTexture != null)
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{
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nativeTexture.Dispose();
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nativeTexture = null;
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}
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}
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internal abstract void ReCreateNativeTextureSurface();
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private void GraphicsDevice_ResourceDestroyed(object sender, ResourceDestroyedEventArgs e)
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{
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if (nativeTexture != null)
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{
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nativeTexture.Dispose();
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nativeTexture = null;
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}
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}
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private void GraphicsDevice_ResourceCreated(object sender, ResourceCreatedEventArgs e)
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{
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if (nativeTexture != null)
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{
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nativeTexture.Dispose();
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nativeTexture = null;
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}
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ReCreateNativeTextureSurface();
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}
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}
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}
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