anx.framework/ANX.Framework/GameComponent.cs

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#region Using Statements
using System;
using ANX.Framework.NonXNA.Development;
#endregion // Using Statements
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Untested)]
[Developer("Glatzemann")]
public class GameComponent : IGameComponent, IUpdateable, IDisposable
{
private bool enabled = true;
private int updateOrder;
private Game game;
public event EventHandler<EventArgs> EnabledChanged;
public event EventHandler<EventArgs> UpdateOrderChanged;
public event EventHandler<EventArgs> Disposed;
public bool Enabled
{
get { return enabled; }
set
{
if (enabled != value)
{
enabled = value;
OnEnabledChanged(this, EventArgs.Empty);
}
}
}
public int UpdateOrder
{
get { return updateOrder; }
set
{
if (updateOrder != value)
{
updateOrder = value;
OnUpdateOrderChanged(this, EventArgs.Empty);
}
}
}
public Game Game
{
get { return game; }
}
public GameComponent(Game game)
{
this.game = game;
}
~GameComponent()
{
this.Dispose(false);
}
protected virtual void OnEnabledChanged(object sender, EventArgs args)
{
if (EnabledChanged != null)
{
EnabledChanged(sender, args);
}
}
protected virtual void OnUpdateOrderChanged(object sender, EventArgs args)
{
if (UpdateOrderChanged != null)
{
UpdateOrderChanged(sender, args);
}
}
public virtual void Initialize()
{
}
public virtual void Update(GameTime gameTime)
{
}
public void Dispose()
{
this.Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
if (this.Game != null)
{
this.Game.Components.Remove(this);
}
if (this.Disposed != null)
{
this.Disposed(this, EventArgs.Empty);
}
}
}
}
}