anx.framework/ANX.Framework/GameComponent.cs
SND\AstrorEnales_cp 5505f7dcbf - Added PlatformSystem Plugins layer
- Started Windows, Metro and Linux Platform-Plugins
- Moved the RecordingSample to the Samples folder
- Started two samples for using the graphics device in a WinForms and Wpf Editor
- Refactorings in the AddIn-System
- Moved the Window initialization-code to the Platform modules
- Changed the License text in all code files which is now way smaller
- Started ProjectConverter tool which converts all the projects and solution to the target configuration
- Changed the SupportedPlatform names in the Resource files
- Changed the WIN8 define to WINDOWSMETRO which is actually meant
- Removed NLog and started our own Logger class
- Many more stuff...
2012-08-09 09:45:04 +00:00

115 lines
2.7 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.IO;
#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
{
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);
}
}
}
}
}