Tagged GameComponents as completed, but untested.
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@ -1,6 +1,7 @@
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#region Using Statements
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#region Using Statements
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using System;
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using System;
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using ANX.Framework.Graphics;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA.Development;
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#endregion // Using Statements
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#endregion // Using Statements
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@ -10,10 +11,28 @@ using ANX.Framework.Graphics;
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namespace ANX.Framework
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namespace ANX.Framework
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{
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{
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[PercentageComplete(100)]
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[TestState(TestStateAttribute.TestState.Untested)]
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public class DrawableGameComponent : GameComponent, IDrawable
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public class DrawableGameComponent : GameComponent, IDrawable
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{
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{
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#region Private Members
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private bool isInitialized;
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private bool isInitialized;
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private IGraphicsDeviceService device;
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private IGraphicsDeviceService device;
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private int drawOrder;
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private bool visible = true;
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#endregion
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#region Events
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public event EventHandler<EventArgs> DrawOrderChanged;
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public event EventHandler<EventArgs> VisibleChanged;
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#endregion
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public DrawableGameComponent(Game game)
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: base(game)
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{
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}
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public GraphicsDevice GraphicsDevice
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public GraphicsDevice GraphicsDevice
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{
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{
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@ -27,8 +46,6 @@ namespace ANX.Framework
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}
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}
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}
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}
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private int drawOrder;
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public int DrawOrder
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public int DrawOrder
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{
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{
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get { return drawOrder; }
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get { return drawOrder; }
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@ -42,8 +59,6 @@ namespace ANX.Framework
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}
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}
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}
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}
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private bool visible = true;
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public bool Visible
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public bool Visible
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{
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{
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get { return visible; }
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get { return visible; }
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@ -57,15 +72,6 @@ namespace ANX.Framework
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}
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}
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}
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}
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public event EventHandler<EventArgs> DrawOrderChanged;
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public event EventHandler<EventArgs> VisibleChanged;
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public DrawableGameComponent(Game game)
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: base(game)
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{
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}
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protected virtual void OnDrawOrderChanged(object sender, EventArgs arg)
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protected virtual void OnDrawOrderChanged(object sender, EventArgs arg)
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{
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{
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if (DrawOrderChanged != null)
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if (DrawOrderChanged != null)
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@ -6,6 +6,7 @@ using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA.PlatformSystem;
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using ANX.Framework.NonXNA.PlatformSystem;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using ANX.Framework.NonXNA.Development;
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#endregion // Using Statements
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#endregion // Using Statements
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@ -15,6 +16,8 @@ using System.Collections.Generic;
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namespace ANX.Framework
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namespace ANX.Framework
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{
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{
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[PercentageComplete(30)]
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[TestState(TestStateAttribute.TestState.Untested)]
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public class Game : IDisposable
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public class Game : IDisposable
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{
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{
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private IGraphicsDeviceManager graphicsDeviceManager;
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private IGraphicsDeviceManager graphicsDeviceManager;
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@ -1,5 +1,6 @@
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#region Using Statements
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#region Using Statements
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using System;
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using System;
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using ANX.Framework.NonXNA.Development;
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#endregion // Using Statements
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#endregion // Using Statements
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@ -10,6 +11,8 @@ using System;
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namespace ANX.Framework
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namespace ANX.Framework
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{
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{
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[PercentageComplete(100)]
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[TestState(TestStateAttribute.TestState.Untested)]
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public class GameComponent : IGameComponent, IUpdateable, IDisposable
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public class GameComponent : IGameComponent, IUpdateable, IDisposable
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{
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{
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private bool enabled = true;
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private bool enabled = true;
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@ -1,6 +1,7 @@
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#region Using Statements
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#region Using Statements
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using System;
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using System;
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using System.Collections.ObjectModel;
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using System.Collections.ObjectModel;
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using ANX.Framework.NonXNA.Development;
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#endregion // Using Statements
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#endregion // Using Statements
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@ -10,6 +11,8 @@ using System.Collections.ObjectModel;
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namespace ANX.Framework
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namespace ANX.Framework
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{
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{
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[PercentageComplete(100)]
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[TestState(TestStateAttribute.TestState.Untested)]
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public sealed class GameComponentCollection : Collection<IGameComponent>
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public sealed class GameComponentCollection : Collection<IGameComponent>
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{
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{
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#region Events
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#region Events
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@ -1,5 +1,6 @@
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#region Using Statements
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#region Using Statements
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using System;
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using System;
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using ANX.Framework.NonXNA.Development;
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#endregion // Using Statements
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#endregion // Using Statements
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@ -10,6 +11,8 @@ using System;
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namespace ANX.Framework
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namespace ANX.Framework
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{
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{
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[PercentageComplete(100)]
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[TestState(TestStateAttribute.TestState.Untested)]
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public class GameComponentCollectionEventArgs : EventArgs
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public class GameComponentCollectionEventArgs : EventArgs
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{
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{
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public GameComponentCollectionEventArgs(IGameComponent gameComponent)
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public GameComponentCollectionEventArgs(IGameComponent gameComponent)
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