clean up.
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parent
8d762c7841
commit
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@ -65,7 +65,7 @@
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<Compile Include="Zer01HD\Game\Preferences\Controls.cs" />
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<Compile Include="Zer01HD\Game\Preferences\Controls.cs" />
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<Compile Include="Zer01HD\Game\Preferences\General.cs" />
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<Compile Include="Zer01HD\Game\Preferences\General.cs" />
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<Compile Include="Zer01HD\Utilities\Persistence\PreferencesManager.cs" />
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<Compile Include="Zer01HD\Utilities\Persistence\PreferencesManager.cs" />
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<Compile Include="Zer01HD\Utilities\Resolution.cs" />
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<Compile Include="Zer01HD\Utilities\DataTypes\Resolution.cs" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Reference Include="BulletSharp, Version=0.11.0.0, Culture=neutral, processorArchitecture=MSIL">
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<Reference Include="BulletSharp, Version=0.11.0.0, Culture=neutral, processorArchitecture=MSIL">
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@ -1,6 +1,7 @@
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using RhythmBullet.Zer01HD.Game.Preferences;
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using RhythmBullet.Zer01HD.Game.Preferences;
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using RhythmBullet.Zer01HD.Utilities;
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using RhythmBullet.Zer01HD.Utilities;
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using RhythmBullet.Zer01HD.Utilities.ContentSystem;
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using RhythmBullet.Zer01HD.Utilities.ContentSystem;
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using RhythmBullet.Zer01HD.Utilities.DataTypes;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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@ -6,12 +6,12 @@ using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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{
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{
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class ContentLoad
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class LoadableContent
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{
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{
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internal Type type;
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internal Type type;
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internal string assetName;
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internal string assetName;
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public ContentLoad(string assetName, Type type)
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public LoadableContent(string assetName, Type type)
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{
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{
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this.type = type;
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this.type = type;
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this.assetName = assetName;
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this.assetName = assetName;
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@ -14,7 +14,7 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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volatile bool queued;
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volatile bool queued;
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Thread thread;
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Thread thread;
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readonly ContentManager contentManager;
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readonly ContentManager contentManager;
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readonly Queue<ContentLoad> queue;
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readonly Queue<LoadableContent> queue;
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Dictionary<string, IDisposable> assets;
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Dictionary<string, IDisposable> assets;
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public readonly Dictionary<Type, IContentResolver> contentResolver;
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public readonly Dictionary<Type, IContentResolver> contentResolver;
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@ -22,7 +22,7 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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{
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{
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this.contentManager = contentManager;
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this.contentManager = contentManager;
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assets = new Dictionary<string, IDisposable>();
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assets = new Dictionary<string, IDisposable>();
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queue = new Queue<ContentLoad>();
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queue = new Queue<LoadableContent>();
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contentResolver = new Dictionary<Type, IContentResolver>();
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contentResolver = new Dictionary<Type, IContentResolver>();
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}
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}
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@ -39,7 +39,7 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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{
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{
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lock (queue)
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lock (queue)
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{
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{
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ContentLoad content = queue.Dequeue();
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LoadableContent content = queue.Dequeue();
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Load(content.assetName, content.type);
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Load(content.assetName, content.type);
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}
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}
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queued = false;
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queued = false;
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@ -61,7 +61,7 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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{
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{
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if (!assets.ContainsKey(assetName))
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if (!assets.ContainsKey(assetName))
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{
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{
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queue.Enqueue(new ContentLoad(assetName, type));
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queue.Enqueue(new LoadableContent(assetName, type));
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}
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}
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}
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}
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}
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}
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@ -4,7 +4,7 @@ using System.Linq;
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using System.Text;
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using System.Text;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Game.Preferences
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namespace RhythmBullet.Zer01HD.Utilities.DataTypes
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{
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{
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public class Resolution : IComparable<Resolution>
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public class Resolution : IComparable<Resolution>
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{
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{
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