/// <summary> /// Triggered when the internal sprite triggers it. /// </summary> protected virtual void OnInvalidate( object sender, InvalidateArgs args) { if (Invalidate != null) { Invalidate(this, args); } }
/// <summary> /// Fires an invalidate event with the given arguments. This /// acts as a multiplexor for anything listening to this /// sprite list's invalidate (instead of registering to every /// sprite). /// </summary> public void FireInvalidate(InvalidateArgs args) { // Ignore if we don't have listeners if (Invalidate == null) { return; } // Fire it Invalidate(this, args); }
/// <summary> /// This is triggered when a sprite is invalidated. This is /// used to build up the exposer/queue elements. /// </summary> private void OnInvalidated( object sender, InvalidateArgs args) { // Check for a zero if (invalidated.IsEmpty) { invalidated = args.Rectangle; } else { invalidated = Rectangle.Union(invalidated, args.Rectangle); } }
/// <summary> /// Fires an invalidate event that takes the current sprite's /// rectangle and merges it with the given one. /// </summary> public void FireInvalidate(Rectangle rectangle) { // Ignore if we don't have listeners if (Invalidate == null) { return; } // Create the rectangle InvalidateArgs args = new InvalidateArgs(); args.Rectangle = Rectangle.Union(Rectangle, rectangle); // Fire it Invalidate(this, args); }
/// <summary> /// Fires an invalidate event to all of the listeners. /// </summary> public void FireInvalidate() { // Ignore if we don't have listeners if (Invalidate == null) { return; } // Create the rectangle InvalidateArgs args = new InvalidateArgs(); args.Rectangle = new Rectangle(X, Y, Width, Height); // Fire it Invalidate(this, args); }
/// <summary> /// This event is triggered when a sprite invalidate's itself. /// </summary> private void OnSpriteInvalidated( object sender, InvalidateArgs args) { FireInvalidate(args); }