anx.framework/ANX.Framework/GameComponentCollection.cs
SND\AstrorEnales_cp dd173478d6 - Wrote the DualTexture shader for GL3 but the rendering is not working yet
- Huge refactoring in the Dx10 RenderSystem + increasing much performance
2012-09-06 09:58:13 +00:00

73 lines
2.1 KiB
C#

#region Using Statements
using System;
using System.Collections.ObjectModel;
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 sealed class GameComponentCollection : Collection<IGameComponent>
{
#region Events
public event EventHandler<GameComponentCollectionEventArgs> ComponentAdded;
public event EventHandler<GameComponentCollectionEventArgs> ComponentRemoved;
#endregion
public GameComponentCollection()
{
// nothing to do here
}
protected override void ClearItems()
{
for (int i = 0; i < base.Count; i++)
OnComponentRemoved(base[i]);
base.Clear();
}
protected override void InsertItem(int index, IGameComponent item)
{
if (item == null)
throw new ArgumentNullException("item");
base.Insert(index, item);
OnComponentAdded(item);
}
protected override void RemoveItem(int index)
{
IGameComponent component = base[index];
base.Remove(component);
OnComponentRemoved(component);
}
protected override void SetItem(int index, IGameComponent item)
{
base[index] = item;
OnComponentAdded(item);
}
private void OnComponentAdded(IGameComponent component)
{
if (ComponentAdded != null)
ComponentAdded(this, new GameComponentCollectionEventArgs(component));
}
private void OnComponentRemoved(IGameComponent component)
{
if (ComponentRemoved != null)
ComponentRemoved(this, new GameComponentCollectionEventArgs(component));
}
}
}