public void SendAlwaysEnable(IEnableAlways always) { //ShowSpecial(); _alwaysProcess = always; BusyCategory = EnumCommandBusyCategory.Limited; SetCommandsLimited(); }
//this is slightly different. public OutOfTurnCommand(IEnableAlways model, MethodInfo execute, CommandContainer container) { CommandContainer = container; _model = model; _execute = execute; HookUpNotifiers(); }
public void Init(IEnableAlways enables) { if (SetList.Count > 0) { return; //try this way. } _thisE = _resolver.Resolve <EventAggregator>(); int x; var loopTo = HowManySets; RummyHandObservable <S, C, R> thisSet; for (x = 1; x <= loopTo; x++) { thisSet = new RummyHandObservable <S, C, R>(_command, _resolver); thisSet.AutoSelect = HandObservable <R> .EnumAutoType.None; // somehow doing selectasmany is not working. this means if its select all, then will be done on the event. //thisSet.Visible = true; thisSet.SendAlwaysEnable(enables); //i think. thisSet.Text = "Set"; // will always be set on this one. thisSet.SetClickedAsync += ThisSet_SetClickedAsync; SetList.Add(thisSet); } }