forked from fehaar/FFWD
/
RenderQueue.cs
88 lines (78 loc) · 2.08 KB
/
RenderQueue.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace PressPlay.FFWD.Components
{
internal class RenderQueue : IComparer<RenderItem>
{
public RenderQueue(int capacity)
{
list = new List<RenderItem>(capacity);
}
private List<RenderItem> list;
private static Queue<Renderer> updatedRenderers = new Queue<Renderer>(ApplicationSettings.DefaultCapacities.RenderCullingQueue);
public void Add(RenderItem item)
{
int index = list.BinarySearch(item, this);
if (index < 0)
{
list.Insert(~index, item);
}
else
{
if (list[index] != item)
{
list.Insert(index, item);
}
}
}
public void Remove(RenderItem item)
{
int index = list.BinarySearch(item, this);
if (index >= 0)
{
list.RemoveAt(index);
}
}
public RenderItem this[int index]
{
get
{
return list[index];
}
}
public int Count
{
get
{
return list.Count;
}
}
public int Compare(RenderItem x, RenderItem y)
{
int idx = x.Priority.CompareTo(y.Priority);
if (idx == 0)
{
return x.ToString().CompareTo(y.ToString());
}
return idx;
}
internal static void ReconsiderForCulling(Renderer r)
{
updatedRenderers.Enqueue(r);
}
internal static Renderer GetUpdatedRenderer()
{
if (updatedRenderers.Count == 0)
{
return null;
}
return updatedRenderers.Dequeue();
}
internal void Clear()
{
list.Clear();
}
}
}