MosswartMassacre/Unused/Decal.Adapter.Wrappers/WorldObjectCollection.cs
2025-06-09 02:03:11 +02:00

167 lines
3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using Decal.Interop.Filters;
namespace Decal.Adapter.Wrappers;
/// <summary>
/// Defines a collection of WorldObjects
/// </summary>
public class WorldObjectCollection : GenericDisposableWrapper<WorldIterator>, IEnumerable<WorldObject>, IEnumerable
{
public class Iterator : IEnumerator<WorldObject>, IDisposable, IEnumerator
{
private WorldObjectCollection collection;
private WorldObject current;
public WorldObject Current
{
get
{
if (current == null)
{
MoveNext();
}
return current;
}
}
object IEnumerator.Current
{
get
{
if (current == null)
{
MoveNext();
}
return current;
}
}
internal Iterator(WorldObjectCollection collection)
{
this.collection = collection;
Reset();
}
public void Dispose()
{
collection = null;
}
public bool MoveNext()
{
Decal.Interop.Filters.WorldObject ppObject = null;
bool num = collection.Wrapped.Next(ref ppObject);
if (num && ppObject != null)
{
current = collection.wf.GetCachedWorldObject(ppObject);
}
return num;
}
public void Reset()
{
collection.Wrapped.Reset();
}
}
private WorldObject current;
private WorldFilter wf;
private IEnumerator<WorldObject> myEnum;
/// <summary>
/// Returns the number of items in the collection
/// </summary>
public int Count => base.Wrapped.Count;
/// <summary>
/// Returns the number of items represented by the collection, taking into account stacks of items.
/// </summary>
public int Quantity => base.Wrapped.Quantity;
public WorldObject First
{
get
{
using IEnumerator<WorldObject> enumerator = GetEnumerator();
return enumerator.Current;
}
}
[Obsolete("Use Enumerators")]
[EditorBrowsable(EditorBrowsableState.Never)]
public WorldObject Current
{
get
{
if (myEnum == null)
{
myEnum = GetEnumerator();
}
return myEnum.Current;
}
}
internal WorldObjectCollection(WorldFilter wf, WorldIterator obj)
: base(obj)
{
this.wf = wf;
}
/// <summary>
/// Apply a filter to this collection to limit what it returns
/// </summary>
/// <param name="filter">filter object</param>
public void SetFilter(WorldObjectCollectionFilter filter)
{
filter?.ApplyFilter(base.Wrapped);
}
protected override void Dispose(bool userCalled)
{
if (myEnum != null)
{
myEnum.Dispose();
myEnum = null;
}
base.Dispose(userCalled);
}
[Obsolete("Use Enumerators")]
[EditorBrowsable(EditorBrowsableState.Never)]
public bool MoveNext()
{
if (myEnum == null)
{
myEnum = GetEnumerator();
}
return myEnum.MoveNext();
}
[Obsolete("Use Enumerators")]
[EditorBrowsable(EditorBrowsableState.Never)]
public void Reset()
{
if (myEnum != null)
{
myEnum.Dispose();
myEnum = null;
}
}
public IEnumerator<WorldObject> GetEnumerator()
{
return new Iterator(this);
}
IEnumerator IEnumerable.GetEnumerator()
{
return new Iterator(this);
}
}