#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003 Axiom Project Team
The overall design, and a majority of the core engine and rendering code
contained within this library is a derivative of the open source Object Oriented
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.
Many thanks to the OGRE team for maintaining such a high quality project.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion LGPL License
#region Using Directives
using System;
using System.Collections;
using Axiom.Core;
using Axiom.MathLib;
using Axiom.Collections;
using Axiom.Media;
using Axiom.SceneManagers.PagingLandscape.Collections;
#endregion Using Directives
namespace Axiom.SceneManagers.PagingLandscape.Tile{
/// <summary>
/// Summary description for TileManager.
/// </summary>
public class TileManager
{
#region Singleton Implementation
/// <summary>
/// Constructor
/// </summary>
private TileManager()
{
numTiles = 0;
// Add the requested initial number
tiles = new TileRow();
queue = new TileQueue();
addBatch(Options.Instance.Num_Tiles);
}
private static TileManager instance = null;
public static TileManager Instance
{
get
{
if ( instance == null ) instance = new TileManager();
return instance;
}
}
#endregion Singleton Implementation
#region IDisposable Implementation
public void Dispose()
{
if (instance == this)
{
tiles.Clear();
instance = null;
}
}
#endregion IDisposable Implementation
#region Fields
protected TileRow tiles;
protected TileQueue queue;
protected long numTiles;
#endregion Fields
/// <summary>
/// Retrieve a free Tile
/// </summary>
/// <returns>free tile</returns>
public Tile GetTile( )
{
if ( queue.Size == 0 )
{
// We dont have more renderables, so we are going to add more
addBatch(Options.Instance.Num_Tiles_Increment);
// Increment the next batch by a 10%
Options.Instance.Num_Tiles_Increment += (long) (Options.Instance.Num_Tiles_Increment * 0.1f);
}
return queue.Pop( );
}
/// <summary>
/// Marks a tile as free
/// </summary>
/// <param name="tile">Tile to free</param>
public void FreeTile( Tile tile )
{
queue.Push( tile );
}
public long NumTiles( )
{
return numTiles;
}
public int NumFree( )
{
return queue.Size;
}
protected void addBatch(long num)
{
numTiles += num;
// mTiles.reserve (mNumTiles);
// mTiles.resize (mNumTiles);
for ( long i = 0; i < num; i++ )
{
Tile tile = new Tile( );
tiles.Add( tile );
queue.Push( tile );
}
}
}
}
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