Added Summeries

This commit is contained in:
Michel Fedde 2021-03-19 20:59:02 +01:00
parent 71a22df8bd
commit 8296d9b8a9
47 changed files with 812 additions and 177 deletions

View file

@ -14,20 +14,30 @@ namespace SM.OGL
/// </summary>
public abstract class GLObject
{
private static List<GLObject> _disposableObjects = new List<GLObject>();
private static readonly List<GLObject> _disposableObjects = new List<GLObject>();
private string _name = "";
protected bool ReportAsNotCompiled;
/// <summary>
/// Contains the OpenGL ID
/// </summary>
protected int _id = -1;
/// <summary>
/// This can mark the object to never report as compiled, even when it was.
/// <para>You can still figure out, if it was compiled by checking <see cref="_id"/>. If not -1, its compiled.</para>
/// <para>Default: false</para>
/// </summary>
protected bool ReportAsNotCompiled;
/// <summary>
/// This can prevent the object to compile.
/// <para>Default: true</para>
/// </summary>
protected bool CanCompile = true;
/// <summary>
/// If true, the system will call "Compile()", when "ID" is tried to get, but the id is still -1.
/// <para>Default: false</para>
/// </summary>
protected virtual bool AutoCompile { get; set; } = false;
@ -36,6 +46,10 @@ namespace SM.OGL
/// </summary>
public bool WasCompiled => _id > 0 && !ReportAsNotCompiled;
/// <summary>
/// Names the object
/// <para>If <see cref="GLSystem.Debugging"/> is true, then it will also name the object in the system.</para>
/// </summary>
public string Name
{
get => _name;
@ -111,11 +125,15 @@ namespace SM.OGL
Compile();
}
/// <inheritdoc />
public override string ToString()
{
return $"{GetType().Name} {(string.IsNullOrEmpty(_name) ? "" : $"\"{_name}\" ")}[{_id}]";
}
/// <summary>
/// This disposes the current objects, that where marked by the garbage collector.
/// </summary>
public static void DisposeMarkedObjects()
{
foreach (GLObject o in _disposableObjects)
@ -134,6 +152,9 @@ namespace SM.OGL
return glo.ID;
}
/// <summary>
/// If the garbage collector is trying to remove this object, it will add the object to a list, what get removed when <see cref="DisposeMarkedObjects"/> is called.
/// </summary>
~GLObject()
{
if (WasCompiled) _disposableObjects.Add(this);