mirror of
https://github.com/Memorix101/UnityXNA/
synced 2024-12-30 15:25:35 +01:00
117 lines
4.5 KiB
C#
117 lines
4.5 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;
|
|
|
|
namespace Microsoft.Xna.Framework
|
|
{
|
|
public class DrawableGameComponent : GameComponent, IDrawable
|
|
{
|
|
private bool _isInitialized;
|
|
private bool _isVisible;
|
|
private int _drawOrder;
|
|
|
|
public event EventHandler<EventArgs> DrawOrderChanged;
|
|
public event EventHandler<EventArgs> VisibleChanged;
|
|
|
|
public DrawableGameComponent(Game game)
|
|
: base(game)
|
|
{
|
|
Visible = true;
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
if (!_isInitialized)
|
|
{
|
|
_isInitialized = true;
|
|
LoadContent();
|
|
}
|
|
}
|
|
|
|
protected virtual void LoadContent()
|
|
{
|
|
}
|
|
|
|
protected virtual void UnloadContent()
|
|
{
|
|
}
|
|
|
|
#region IDrawable Members
|
|
|
|
public int DrawOrder
|
|
{
|
|
get { return _drawOrder; }
|
|
set
|
|
{
|
|
_drawOrder = value;
|
|
if(DrawOrderChanged != null)
|
|
DrawOrderChanged(this, null);
|
|
|
|
OnDrawOrderChanged(this, null);
|
|
}
|
|
}
|
|
|
|
public bool Visible
|
|
{
|
|
get { return _isVisible; }
|
|
set
|
|
{
|
|
if (_isVisible != value)
|
|
{
|
|
_isVisible = value;
|
|
|
|
var handler = VisibleChanged;
|
|
if (handler != null)
|
|
handler(this, EventArgs.Empty);
|
|
|
|
OnVisibleChanged(this, EventArgs.Empty);
|
|
}
|
|
}
|
|
}
|
|
|
|
public virtual void Draw(GameTime gameTime) { }
|
|
protected virtual void OnVisibleChanged(object sender, EventArgs args) { }
|
|
protected virtual void OnDrawOrderChanged(object sender, EventArgs args) { }
|
|
|
|
#endregion
|
|
}
|
|
}
|