#region Using Statements
using System;
using System.Collections.Generic;
using System.IO;

#endregion // Using Statements

#region License

//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// 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

namespace ANX.Framework
{
    public class GameComponent : IGameComponent, IUpdateable, IDisposable
    {
        private bool enabled = true;

        public bool Enabled
        {
            get { return enabled; }
            set
            {
                if (enabled != value)
                {
                    enabled = value;
                    OnEnabledChanged(this, EventArgs.Empty);
                }
            }
        }

        private int updateOrder;

        public int UpdateOrder
        {
            get { return updateOrder; }
            set
            {
                if (updateOrder != value)
                {
                    updateOrder = value;
                    OnUpdateOrderChanged(this, EventArgs.Empty);
                }
            }
        }

        private Game game;

        public Game Game
        {
            get { return game; }
        }

        public event EventHandler<EventArgs> EnabledChanged;

        public event EventHandler<EventArgs> UpdateOrderChanged;

        public event EventHandler<EventArgs> Disposed;

        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);
                }
            }
        }
    }
}