#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 EnabledChanged; public event EventHandler UpdateOrderChanged; public event EventHandler 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); } } } } }