#if TST_DISABLED
// Project: XnaGraphicEngine, File: DisposeHelper.cs
// Namespace: XnaGraphicEngine.Helpers, Class: DisposeHelper
// Path: C:\code\XnaGraphicEngine\Helpers, Author: Abi
// Code lines: 314, Size of file: 7,87 KB
// Creation date: 11.09.2006 08:16
// Last modified: 16.10.2006 11:47
// Generated with Commenter by abi.exDream.com
#region Using directives
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Text;
using XnaGraphicEngine.Graphics;
using XnaGraphicEngine.Landscapes;
using XnaGraphicEngine.Shaders;
using XnaGraphicEngine.Tracks;
using Model = XnaGraphicEngine.Graphics.Model;
using Texture = XnaGraphicEngine.Graphics.Texture;
#endregion
namespace XnaGraphicEngine.Helpers
{
///
/// Helper class to dispose stuff. I really hate writing 3 lines
/// just to dispose something, this helper makes it 1 line!
/// A big problem with this is the fact that we can't just use
/// ref IDisposable because casting does not work this way.
/// For that reason there are many overloads in this helper class.
///
class DisposeHelper
{
#region Dispose
///
/// Dispose
///
/// Some object
public static void Dispose(ref IDisposable someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref Effect someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref SpriteBatch someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref XnaGraphicEngine.Graphics.Texture someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref XnaGraphicEngine.Graphics.TextureFont someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref Texture2D someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref TextureCube someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
/*not supported anymore in xna drop 6
///
/// Dispose
///
/// Some object
public static void Dispose(ref Surface someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
*/
///
/// Dispose
///
/// Some object
public static void Dispose(ref RenderTarget2D someObject)
{
if (someObject != null)
{
try
{
someObject.Dispose();
} // try
catch {} // ignore
} // if (someObject)
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref ShaderEffect someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref PostScreenMenu someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref PostScreenGlow someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref PreScreenSkyCubeMapping someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref ShadowMapShader someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref XnaGraphicEngine.Graphics.LensFlare someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref RenderToTexture someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref SoundBank someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref WaveBank someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref AudioEngine someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref Model someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref Landscape someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref Track someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref Material someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref VertexBuffer someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
///
/// Dispose
///
/// Some object
public static void Dispose(ref IndexBuffer someObject)
{
if (someObject != null)
someObject.Dispose();
someObject = null;
} // Dispose(someObject)
#endregion
} // class DisposeHelper
} // namespace XnaGraphicEngine.Helpers
#endif