142 lines
5.5 KiB
C#

#region Using Statements
using System;
using ANX.Framework.NonXNA.RenderSystem;
using ANX.Framework.NonXNA;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.Graphics
{
public abstract class Texture : GraphicsResource
{
protected internal int levelCount;
protected internal SurfaceFormat format;
protected internal INativeTexture nativeTexture;
public Texture(GraphicsDevice graphicsDevice)
: base(graphicsDevice)
{
base.GraphicsDevice.ResourceCreated += new EventHandler<ResourceCreatedEventArgs>(GraphicsDevice_ResourceCreated);
base.GraphicsDevice.ResourceDestroyed += new EventHandler<ResourceDestroyedEventArgs>(GraphicsDevice_ResourceDestroyed);
}
~Texture()
{
base.GraphicsDevice.ResourceCreated -= GraphicsDevice_ResourceCreated;
base.GraphicsDevice.ResourceDestroyed -= GraphicsDevice_ResourceDestroyed;
}
public int LevelCount
{
get
{
return this.levelCount;
}
}
public SurfaceFormat Format
{
get
{
return this.format;
}
}
internal INativeTexture NativeTexture
{
get
{
if (this.nativeTexture == null)
{
ReCreateNativeTextureSurface();
}
return this.nativeTexture;
}
}
public override void Dispose()
{
Dispose(true);
}
protected override void Dispose(bool disposeManaged)
{
if (disposeManaged && nativeTexture != null)
{
nativeTexture.Dispose();
nativeTexture = null;
}
}
internal abstract void ReCreateNativeTextureSurface();
private void GraphicsDevice_ResourceDestroyed(object sender, ResourceDestroyedEventArgs e)
{
if (nativeTexture != null)
{
nativeTexture.Dispose();
nativeTexture = null;
}
}
private void GraphicsDevice_ResourceCreated(object sender, ResourceCreatedEventArgs e)
{
if (nativeTexture != null)
{
nativeTexture.Dispose();
nativeTexture = null;
}
ReCreateNativeTextureSurface();
}
}
}