remove IGameApp dependencies. game app code can use services as needed

This could perhaps backfire (regarding coupling), but I think in the
end that this will have more 'pros' then 'cons' ...
This commit is contained in:
Gered 2013-08-24 16:24:38 -04:00
parent 9f929e8f12
commit db4802beda
4 changed files with 2 additions and 15 deletions

View file

@ -10,16 +10,11 @@ namespace Blarg.GameFramework.Content
Dictionary<Type, IContentLoaderBase> _loaders;
public bool IsLoaded { get; private set; }
public readonly IGameApp GameApp;
public ContentManager(IGameApp gameApp)
public ContentManager()
{
if (gameApp == null)
throw new ArgumentNullException("gameApp");
_loaders = new Dictionary<Type, IContentLoaderBase>();
IsLoaded = false;
GameApp = gameApp;
}
public void RegisterLoader(IContentLoaderBase loader)

View file

@ -6,7 +6,6 @@ namespace Blarg.GameFramework.Processes
{
public class GameProcess : EventListener, IDisposable
{
public readonly IGameApp GameApp;
public readonly GameState GameState;
public readonly ProcessManager ProcessManager;
@ -27,7 +26,6 @@ namespace Blarg.GameFramework.Processes
GameState = processManager.GameState;
ProcessManager = processManager;
GameApp = GameState.GameApp;
}
protected void SetFinished()

View file

@ -7,7 +7,6 @@ namespace Blarg.GameFramework.States
{
public abstract class GameState : EventListener, IDisposable
{
public IGameApp GameApp { get; private set; }
public readonly ProcessManager ProcessManager;
public readonly ScreenEffectManager EffectManager;
public readonly StateManager StateManager;
@ -31,7 +30,6 @@ namespace Blarg.GameFramework.States
if (stateManager == null)
throw new ArgumentNullException("stateManager");
GameApp = stateManager.GameApp;
StateManager = stateManager;
EffectManager = new ScreenEffectManager();

View file

@ -16,19 +16,15 @@ namespace Blarg.GameFramework.States
bool _swapQueueHasOverlay;
bool _lastCleanedStatesWereAllOverlays;
public readonly IGameApp GameApp;
public readonly EventManager EventManager;
public int? LastReturnValue { get; private set; }
public StateManager(IGameApp gameApp, EventManager eventManager)
public StateManager(EventManager eventManager)
{
if (gameApp == null)
throw new ArgumentNullException("gameApp");
if (eventManager == null)
throw new ArgumentNullException("eventManager");
GameApp = gameApp;
EventManager = eventManager;
_states = new LinkedList<StateInfo>();