mirror of
https://github.com/Memorix101/UnityXNA/
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143 lines
5.0 KiB
C#
143 lines
5.0 KiB
C#
#region License
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/*
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Microsoft Public License (Ms-PL)
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MonoGame - Copyright © 2009 The MonoGame Team
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All rights reserved.
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This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
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accept the license, do not use the software.
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1. Definitions
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The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
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U.S. copyright law.
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A "contribution" is the original software, or any additions or changes to the software.
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A "contributor" is any person that distributes its contribution under this license.
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"Licensed patents" are a contributor's patent claims that read directly on its contribution.
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2. Grant of Rights
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(A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
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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.
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(B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
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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.
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3. Conditions and Limitations
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(A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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(B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
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your patent license from such contributor to the software ends automatically.
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(C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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notices that are present in the software.
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(D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
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code form, you may only do so under a license that complies with this license.
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(E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
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or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
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permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
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purpose and non-infringement.
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*/
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#endregion License
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using System;
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namespace Microsoft.Xna.Framework
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{
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public class GameComponent : IGameComponent, IUpdateable, IComparable<GameComponent>, IDisposable
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{
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Game _game;
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int _updateOrder;
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bool _enabled;
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public event EventHandler<EventArgs> UpdateOrderChanged;
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public event EventHandler<EventArgs> EnabledChanged;
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public GameComponent(Game game)
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{
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_game = game;
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Enabled = true;
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}
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public Game Game
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{
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get
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{
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return _game;
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}
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}
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public virtual void Initialize()
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{
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}
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public virtual void Update(GameTime gameTime)
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{
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}
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public Graphics.GraphicsDevice GraphicsDevice
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{
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get
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{
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return _game.GraphicsDevice;
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}
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}
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public bool Enabled
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{
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get { return _enabled; }
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set
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{
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_enabled = value;
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Raise(EnabledChanged, EventArgs.Empty);
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OnEnabledChanged(this, null);
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}
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}
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public int UpdateOrder
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{
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get { return _updateOrder; }
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set
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{
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_updateOrder = value;
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Raise(UpdateOrderChanged, EventArgs.Empty);
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OnUpdateOrderChanged(this, null);
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}
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}
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private void Raise(EventHandler<EventArgs> handler, EventArgs e)
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{
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if (handler != null)
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handler(this, e);
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}
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protected virtual void OnUpdateOrderChanged(object sender, EventArgs args)
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{
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}
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protected virtual void OnEnabledChanged(object sender, EventArgs args)
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{
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}
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/// <summary>
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/// Shuts down the component.
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/// </summary>
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protected virtual void Dispose(bool disposing)
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{
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}
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/// <summary>
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/// Shuts down the component.
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/// </summary>
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public virtual void Dispose()
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{
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Dispose(true);
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}
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#region IComparable<GameComponent> Members
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public int CompareTo(GameComponent other)
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{
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return other.UpdateOrder - this.UpdateOrder;
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}
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#endregion
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}
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}
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