Task IHandleAsync <LoadEventModel> .HandleAsync(LoadEventModel message) { HeapSolitaireMainViewModel model = (HeapSolitaireMainViewModel)DataContext; _mainPile.Init(model.Main1, ts.TagUsed); _wastePile.Init(model); return(Task.CompletedTask); }
public void Init(HeapSolitaireMainViewModel thisMod, BasicPileInfo <HeapSolitaireCardInfo> thisPile) { _mainMod = thisMod.Waste1; _privateMod = thisPile; _cardList = _privateMod.ObjectList; var tempDeck = GetNewCard(new HeapSolitaireCardInfo()); _pixels = (int)tempDeck.ObjectSize.Width / 4; _cardList.CollectionChanged += CollectionChanged; Background = Brushes.Transparent; //learned from old version of belegured castle that if not set to transparent, clicking does not work. MouseUp += SinglePileUI_MouseUp; _privateMod.PropertyChanged += PropertyChanged; _thisGrid = new Grid(); Content = _thisGrid; PopulateControls(); }
public void Init(HeapSolitaireMainViewModel thisMod) { Grid thisGrid = new Grid(); var tempMod = thisMod.Waste1; if (tempMod !.PileList !.Count != 23) { throw new BasicBlankException("Needed to have 23 piles"); } AddAutoRows(thisGrid, 5); AddAutoColumns(thisGrid, 5); tempMod.PileList.ForEach(thisPile => { SinglePileUI thisSingle = new SinglePileUI(); thisSingle.Margin = new Thickness(0, 0, 20, 20); thisSingle.Init(thisMod, thisPile); AddControlToGrid(thisGrid, thisSingle, thisPile.Row - 1, thisPile.Column - 1); }); Content = thisGrid; }
public void Init(HeapSolitaireMainViewModel thisMod, BasicPileInfo <HeapSolitaireCardInfo> thisPile) { _mainMod = thisMod.Waste1; _privateMod = thisPile; _cardList = _privateMod.ObjectList; var tempDeck = GetNewCard(new HeapSolitaireCardInfo()); _pixels = (int)tempDeck.ObjectSize.Width / 4; _cardList.CollectionChanged += CollectionChanged; _canvas = new SKCanvasView(); _canvas.EnableTouchEvents = true; _canvas.Touch += Touch; Grid grid = new Grid(); _privateMod.PropertyChanged += TempPropertyChanged; _thisGrid = new Grid(); _thisGrid.InputTransparent = true; grid.Children.Add(_thisGrid); grid.Children.Add(_canvas); Content = grid; PopulateControls(); }
public Task NewGameAsync(HeapSolitaireMainViewModel model) { GameGoing = true; _model = model; return(base.NewGameAsync(model.DeckPile)); }