Paradox Game Engine  v1.0.0 beta06
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IDrawable.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 //
4 // Copyright (c) 2010-2013 SharpDX - Alexandre Mutel
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23 using System;
24 
25 namespace SiliconStudio.Paradox.Games
26 {
27  /// <summary>
28  /// An interface for a drawable game component that is called by the <see cref="GameBase"/> class.
29  /// </summary>
30  public interface IDrawable
31  {
32  /// <summary>
33  /// Occurs when the <see cref="DrawOrder"/> property changes.
34  /// </summary>
35  event EventHandler<EventArgs> DrawOrderChanged;
36 
37  /// <summary>
38  /// Occurs when the <see cref="Visible"/> property changes.
39  /// </summary>
40  event EventHandler<EventArgs> VisibleChanged;
41 
42  /// <summary>
43  /// Starts the drawing of a frame. This method is followed by calls to Draw and EndDraw.
44  /// </summary>
45  /// <returns><c>true</c> if Draw should occur, <c>false</c> otherwise</returns>
46  bool BeginDraw();
47 
48  /// <summary>
49  /// Draws this instance.
50  /// </summary>
51  /// <param name="gameTime">The current timing.</param>
52  void Draw(GameTime gameTime);
53 
54  /// <summary>
55  /// Ends the drawing of a frame. This method is preceeded by calls to Draw and BeginDraw.
56  /// </summary>
57  void EndDraw();
58 
59  /// <summary>
60  /// Gets a value indicating whether the <see cref="Draw"/> method should be called by <see cref="GameBase.Draw"/>.
61  /// </summary>
62  /// <value><c>true</c> if this drawable component is visible; otherwise, <c>false</c>.</value>
63  bool Visible { get; }
64 
65  /// <summary>
66  /// Gets the draw order relative to other objects. <see cref="IDrawable"/> objects with a lower value are drawn first.
67  /// </summary>
68  /// <value>The draw order.</value>
69  int DrawOrder { get; }
70  }
71 }
EventHandler< EventArgs > DrawOrderChanged
Occurs when the DrawOrder property changes.
Definition: IDrawable.cs:35
Current timing used for variable-step (real time) or fixed-step (game time) games.
Definition: GameTime.cs:31
An interface for a drawable game component that is called by the GameBase class.
Definition: IDrawable.cs:30
EventHandler< EventArgs > VisibleChanged
Occurs when the Visible property changes.
Definition: IDrawable.cs:40