MonoGame.Framework/DrawableGameComponent.cs
Rama develop · réplica de lectura del repositorio original.
// MonoGame - Copyright (C) MonoGame Foundation, Inc
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
using System;
namespace Microsoft.Xna.Framework
{
/// <summary>
/// A drawable object that, when added to the <see cref="Game.Components">Game.Components</see> collection of a
/// <see cref="Game"/> instance, will have it's <see cref="Draw(GameTime)">Draw(GameTime)</see> method called when
/// <see cref="Game.Draw(GameTime)">Game.Draw(GameTime)</see> is called.
/// </summary>
/// <remarks>
/// This inherits from <see cref="GameComponent"/> so it's <see cref="GameComponent.Update(GameTime)">Update(GameTime)</see>
/// method will also be called when <see cref="Game.Update(GameTime)">Game.Update(GameTime)</see> is called.
/// </remarks>
public class DrawableGameComponent : GameComponent, IDrawable
{
private bool _initialized;
private bool _disposed;
private int _drawOrder;
private bool _visible = true;
/// <summary>
/// Get the <see cref="GraphicsDevice"/> that this <see cref="DrawableGameComponent"/> uses for drawing.
/// </summary>
public Graphics.GraphicsDevice GraphicsDevice
{
get { return this.Game.GraphicsDevice; }
}
/// <summary>
/// Gets the order in which this component should be drawn, relative to other components that are in the
/// same <see cref="GameComponentCollection"/>.
/// </summary>
/// <remarks>
/// This value can be any integer. Components in the <see cref="GameComponentCollection"/> are drawn in
/// ascending order based on their <b>DrawOrder</b>.
/// </remarks>
public int DrawOrder
{
get { return _drawOrder; }
set
{
if (_drawOrder != value)
{
_drawOrder = value;
OnDrawOrderChanged(this, EventArgs.Empty);
}
}
}
/// <summary>
/// Gets or Sets a value that indicates whether the <see cref="Draw(GameTime)"/> method of this component
/// should be called.
/// </summary>
public bool Visible
{
get { return _visible; }
set
{
if (_visible != value)
{
_visible = value;
OnVisibleChanged(this, EventArgs.Empty);
}
}
}
/// <inheritdoc />
public event EventHandler<EventArgs> DrawOrderChanged;
/// <inheritdoc />
public event EventHandler<EventArgs> VisibleChanged;
/// <summary>
/// Create a <see cref="DrawableGameComponent"/>.
/// </summary>
/// <param name="game">The game that this component will belong to.</param>
public DrawableGameComponent(Game game)
: base(game)
{
}
/// <inheritdoc />
public override void Initialize()
{
if (!_initialized)
{
_initialized = true;
LoadContent();
}
}
/// <inheritdoc />
protected override void Dispose(bool disposing)
{
if (!_disposed)
{
_disposed = true;
UnloadContent();
}
}
/// <summary>
/// Load graphical resources needed by this component.
/// </summary>
protected virtual void LoadContent() { }
/// <summary>
/// Unload graphical resources needed by this component.
/// </summary>
protected virtual void UnloadContent () { }
/// <summary>
/// Draw this component.
/// </summary>
/// <param name="gameTime">The time elapsed since the last call to <see cref="Draw"/>.</param>
public virtual void Draw(GameTime gameTime) { }
/// <summary>
/// Called when <see cref="Visible"/> changed.
/// </summary>
/// <param name="sender">This <see cref="DrawableGameComponent"/>.</param>
/// <param name="args">Arguments to the <see cref="VisibleChanged"/> event.</param>
protected virtual void OnVisibleChanged(object sender, EventArgs args)
{
EventHelpers.Raise(sender, VisibleChanged, args);
}
/// <summary>
/// Called when <see cref="DrawOrder"/> changed.
/// </summary>
/// <param name="sender">This <see cref="DrawableGameComponent"/>.</param>
/// <param name="args">Arguments to the <see cref="DrawOrderChanged"/> event.</param>
protected virtual void OnDrawOrderChanged(object sender, EventArgs args)
{
EventHelpers.Raise(sender, DrawOrderChanged, args);
}
}
}