Root/
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 | #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 } } |