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mirror of https://github.com/Memorix101/UnityXNA/ synced 2024-12-30 15:25:35 +01:00
UnityXNA/Assets/Scripts/XNAEmulator/GameComponentCollection.cs
F.Fischer 84e019207b -additional classes added
-SpriteBatch update to support more drawing functions
-Components added
2012-07-10 00:29:01 +02:00

107 lines
4.7 KiB
C#

// #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<IGameComponent>
{
public event EventHandler<GameComponentCollectionEventArgs> ComponentAdded;
public event EventHandler<GameComponentCollectionEventArgs> 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();
}
}
}