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Root/src/GameComponent.cs

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#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
 * Copyright 2009-2016 Ethan Lee and the MonoGame Team
 *
 * Released under the Microsoft Public License.
 * See LICENSE for details.
 */
#endregion
 
#region Using Statements
using System;
#endregion
 
namespace Microsoft.Xna.Framework
{
    public class GameComponent : IGameComponent, IUpdateable, IComparable<GameComponent>, IDisposable
    {
        #region Public Properties
 
        public Game Game
        {
            get;
            private set;
        }
 
        public bool Enabled
        {
            get
            {
                return _enabled;
            }
            set
            {
                if (_enabled != value)
                {
                    _enabled = value;
                    if (this.EnabledChanged != null)
                    {
                        this.EnabledChanged(this, EventArgs.Empty);
                    }
                    OnEnabledChanged(this, null);
                }
            }
        }
 
        public int UpdateOrder
        {
            get
            {
                return _updateOrder;
            }
            set
            {
                if (_updateOrder != value)
                {
                    _updateOrder = value;
                    if (this.UpdateOrderChanged != null)
                    {
                        this.UpdateOrderChanged(this, EventArgs.Empty);
                    }
                    OnUpdateOrderChanged(this, null);
                }
            }
        }
 
        #endregion
 
        #region Private Variables
 
        bool _enabled = true;
        int _updateOrder;
 
        #endregion
 
        #region Events
 
        public event EventHandler<EventArgs> Disposed;
        public event EventHandler<EventArgs> EnabledChanged;
        public event EventHandler<EventArgs> UpdateOrderChanged;
 
        #endregion
 
        #region Public Constructors
 
        public GameComponent(Game game)
        {
            this.Game = game;
        }
 
        #endregion
 
        #region Deconstructor
 
        ~GameComponent()
        {
            Dispose(false);
        }
 
        #endregion
 
        #region Public Dispose Method
 
        /// <summary>
        /// Shuts down the component.
        /// </summary>
        public void Dispose()
        {
            Dispose(true);
            GC.SuppressFinalize(this);
        }
 
        #endregion
 
        #region Public Virtual Methods
 
        public virtual void Initialize() {}
 
        public virtual void Update(GameTime gameTime) {}
 
        #endregion
 
        #region Protected Virtual Methods
 
        protected virtual void OnUpdateOrderChanged(object sender, EventArgs args) {}
 
        protected virtual void OnEnabledChanged(object sender, EventArgs args) {}
 
        /// <summary>
        /// Shuts down the component.
        /// </summary>
        protected virtual void Dispose(bool disposing)
        {
            if (disposing && Disposed != null)
            {
                Disposed(this, EventArgs.Empty);
            }
        }
 
        #endregion
 
        #region IComparable<GameComponent> Members
 
        int IComparable<GameComponent>.CompareTo(GameComponent other)
        {
            return other.UpdateOrder - this.UpdateOrder;
        }
 
        #endregion
    }
}

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