Paradox Game Engine  v1.0.0 beta06
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IUpdateable.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.
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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 that is called by <see cref="GameBase.Update"/>.
29  /// </summary>
30  public interface IUpdateable
31  {
32  /// <summary>
33  /// Occurs when the <see cref="Enabled"/> property changes.
34  /// </summary>
35  event EventHandler<EventArgs> EnabledChanged;
36 
37  /// <summary>
38  /// Occurs when the <see cref="UpdateOrder"/> property changes.
39  /// </summary>
40  event EventHandler<EventArgs> UpdateOrderChanged;
41 
42  /// <summary>
43  /// This method is called when this game component is updated.
44  /// </summary>
45  /// <param name="gameTime">The current timing.</param>
46  void Update(GameTime gameTime);
47 
48  /// <summary>
49  /// Gets a value indicating whether the game component's Update method should be called by <see cref="GameBase.Update"/>.
50  /// </summary>
51  /// <value><c>true</c> if update is enabled; otherwise, <c>false</c>.</value>
52  bool Enabled { get; }
53 
54  /// <summary>
55  /// Gets the update order relative to other game components. Lower values are updated first.
56  /// </summary>
57  /// <value>The update order.</value>
58  int UpdateOrder { get; }
59  }
60 }
An interface that is called by GameBase.Update.
Definition: IUpdateable.cs:30
EventHandler< EventArgs > UpdateOrderChanged
Occurs when the UpdateOrder property changes.
Definition: IUpdateable.cs:40
Current timing used for variable-step (real time) or fixed-step (game time) games.
Definition: GameTime.cs:31
EventHandler< EventArgs > EnabledChanged
Occurs when the Enabled property changes.
Definition: IUpdateable.cs:35