Task IHandleAsync <LoadEventModel> .HandleAsync(LoadEventModel message)
        {
            GamePackageViewModelBinder.ManuelElements.Clear();       //often times i have to add manually.

            SkipboSaveInfo save = cons !.Resolve <SkipboSaveInfo>(); //usually needs this part for multiplayer games.

            _score !.LoadLists(save.PlayerList);
            _playerHandWPF !.LoadList(_model.PlayerHand1 !, ""); // i think

            _deckGPile !.Init(_model.Deck1 !, "");               // try here.  may have to do something else as well (?)
            _deckGPile.StartListeningMainDeck();
            _publicGraphics !.Init(_model.PublicPiles !, "");    // i think
            _publicGraphics.StartAnimationListener("public");
            return(this.RefreshBindingsAsync(_aggregator));
        }
        public SkipboMainView(IEventAggregator aggregator,
                              TestOptions test,
                              SkipboVMData model
                              )
        {
            _aggregator = aggregator;
            _model      = model;
            _aggregator.Subscribe(this);

            _deckGPile      = new BaseDeckXF <SkipboCardInformation, SkipboGraphicsCP, CardGraphicsXF>();
            _score          = new ScoreBoardXF();
            _playerHandWPF  = new BaseHandXF <SkipboCardInformation, SkipboGraphicsCP, CardGraphicsXF>();
            _publicGraphics = new BasicMultiplePilesXF <SkipboCardInformation, SkipboGraphicsCP, CardGraphicsXF>();
            StackLayout             mainStack = new StackLayout();
            ParentSingleUIContainer?restoreP  = null;

            if (test.SaveOption == EnumTestSaveCategory.RestoreOnly)
            {
                restoreP = new ParentSingleUIContainer(nameof(SkipboMainViewModel.RestoreScreen));
            }

            StackLayout otherStack = new StackLayout();

            otherStack.Orientation = StackOrientation.Horizontal;
            otherStack.Children.Add(_deckGPile);
            otherStack.Children.Add(_publicGraphics);
            mainStack.Children.Add(otherStack);
            _score.AddColumn("In Stock", false, nameof(SkipboPlayerItem.InStock));
            int x;

            for (x = 1; x <= 4; x++) //has to change for flinch.
            {
                var thisStr = "Discard" + x;
                _score.AddColumn(thisStr, false, thisStr);
            }
            _score.AddColumn("Stock Left", false, nameof(SkipboPlayerItem.StockLeft));
            _score.AddColumn("Cards Left", false, nameof(SkipboPlayerItem.ObjectCount)); //very common.
            SimpleLabelGridXF firstInfo = new SimpleLabelGridXF();

            firstInfo.AddRow("RS Cards", nameof(SkipboMainViewModel.CardsToShuffle));
            firstInfo.AddRow("Turn", nameof(SkipboMainViewModel.NormalTurn));
            firstInfo.AddRow("Status", nameof(SkipboMainViewModel.Status));


            mainStack.Children.Add(_playerHandWPF);
            ParentSingleUIContainer parent = new ParentSingleUIContainer(nameof(SkipboMainViewModel.PlayerPilesScreen));

            mainStack.Children.Add(parent);
            mainStack.Children.Add(firstInfo.GetContent);
            mainStack.Children.Add(_score);


            _deckGPile.Margin = new Thickness(5, 5, 5, 5);


            if (restoreP != null)
            {
                mainStack.Children.Add(restoreP);                    //default add to grid but does not have to.
            }
            GamePackageViewModelBinder.ManuelElements.Clear();       //often times i have to add manually.

            SkipboSaveInfo save = cons !.Resolve <SkipboSaveInfo>(); //usually needs this part for multiplayer games.

            _score !.LoadLists(save.PlayerList);
            _playerHandWPF !.LoadList(_model.PlayerHand1 !, ""); // i think

            _deckGPile !.Init(_model.Deck1 !, "");               // try here.  may have to do something else as well (?)
            _deckGPile.StartListeningMainDeck();
            _publicGraphics !.Init(_model.PublicPiles !, "");    // i think
            _publicGraphics.StartAnimationListener("public");
            Content = mainStack;
        }