// #region License // /* // Microsoft Public License (Ms-PL) // MonoGame - Copyright © 2009 The MonoGame Team // // All rights reserved. // // This license governs use of the accompanying software. If you use the software, you accept this license. If you do not // accept the license, do not use the software. // // 1. Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under // U.S. copyright law. // // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2. Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software. // // 3. Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, // your patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object // code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent // permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular // purpose and non-infringement. // */ // #endregion License using System; using System.Collections.ObjectModel; namespace Microsoft.Xna.Framework { public sealed class GameComponentCollection : Collection { public event EventHandler ComponentAdded; public event EventHandler ComponentRemoved; protected override void ClearItems() { for (int i = 0; i < base.Count; i++) { this.OnComponentRemoved(new GameComponentCollectionEventArgs(base[i])); } base.ClearItems(); } protected override void InsertItem(int index, IGameComponent item) { if (base.IndexOf(item) != -1) { throw new ArgumentException("Cannot Add Same Component Multiple Times"); } base.InsertItem(index, item); if (item != null) { this.OnComponentAdded(new GameComponentCollectionEventArgs(item)); } } private void OnComponentAdded(GameComponentCollectionEventArgs eventArgs) { if (this.ComponentAdded != null) { this.ComponentAdded(this, eventArgs); } } private void OnComponentRemoved(GameComponentCollectionEventArgs eventArgs) { if (this.ComponentRemoved != null) { this.ComponentRemoved(this, eventArgs); } } protected override void RemoveItem(int index) { IGameComponent gameComponent = base[index]; base.RemoveItem(index); if (gameComponent != null) { this.OnComponentRemoved(new GameComponentCollectionEventArgs(gameComponent)); } } protected override void SetItem(int index, IGameComponent item) { throw new NotSupportedException(); } } }