MonoGame.Framework/GameComponent.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>
/// An object that can be attached to a <see cref="Microsoft.Xna.Framework.Game"/> and have its <see cref="Update"/>
/// method called when <see cref="Microsoft.Xna.Framework.Game.Update"/> is called.
/// </summary>
public class GameComponent : IGameComponent, IUpdateable, IDisposable
{
bool _enabled = true;
int _updateOrder;
/// <summary>
/// The <see cref="Game"/> that owns this <see cref="GameComponent"/>.
/// </summary>
public Game Game { get; private set; }
/// <summary>
/// Indicates whether <see cref="Update(GameTime)">GameComponent.Update(GameTime)</see> should be
/// called when <see cref="Game.Update(GameTime)">Game.Update(GameTime)</see> is called.
/// </summary>
public bool Enabled
{
get { return _enabled; }
set
{
if (_enabled != value)
{
_enabled = value;
OnEnabledChanged(this, EventArgs.Empty);
}
}
}
/// <summary>
/// Indicates the order in which the <see cref="GameComponent"/>
/// should be updated relative to other <see cref="GameComponent"/> instances.
/// Lower values are updated first.
/// </summary>
public int UpdateOrder
{
get { return _updateOrder; }
set
{
if (_updateOrder != value)
{
_updateOrder = value;
OnUpdateOrderChanged(this, EventArgs.Empty);
}
}
}
/// <inheritdoc />
public event EventHandler<EventArgs> EnabledChanged;
/// <inheritdoc />
public event EventHandler<EventArgs> UpdateOrderChanged;
/// <summary>
/// Create a <see cref="GameComponent"/>.
/// </summary>
/// <param name="game">The game that this component will belong to.</param>
public GameComponent(Game game)
{
this.Game = game;
}
/// <summary/>
~GameComponent()
{
Dispose(false);
}
/// <summary>
/// Called when the <see cref="GameComponent"/> needs to be initialized.
/// </summary>
public virtual void Initialize() { }
/// <summary>
/// Update the component.
/// </summary>
/// <param name="gameTime"><see cref="GameTime"/> of the <see cref="Game"/>.</param>
public virtual void Update(GameTime gameTime) { }
/// <summary>
/// Called when <see cref="UpdateOrder"/> changed. Raises the <see cref="UpdateOrderChanged"/> event.
/// </summary>
/// <param name="sender">This <see cref="GameComponent"/>.</param>
/// <param name="args">Arguments to the <see cref="UpdateOrderChanged"/> event.</param>
protected virtual void OnUpdateOrderChanged(object sender, EventArgs args)
{
EventHelpers.Raise(sender, UpdateOrderChanged, args);
}
/// <summary>
/// Called when <see cref="Enabled"/> changed. Raises the <see cref="EnabledChanged"/> event.
/// </summary>
/// <param name="sender">This <see cref="GameComponent"/>.</param>
/// <param name="args">Arguments to the <see cref="EnabledChanged"/> event.</param>
protected virtual void OnEnabledChanged(object sender, EventArgs args)
{
EventHelpers.Raise(sender, EnabledChanged, args);
}
/// <summary>
/// Shuts down the component.
/// </summary>
protected virtual void Dispose(bool disposing) { }
/// <summary>
/// Shuts down the component.
/// </summary>
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
}