Example #1
0
        public Trainer(GameInfo inf)
        {
            _gInformation = inf;
            _gInformation.Memory.DesiredAccess = Memory.AllAccess;

            Init();
        }
Example #2
0
        public AlertRenderer(GameInfo gInformation, PreferenceManager pSettings, Process sc2Process)
            : base(gInformation, pSettings, sc2Process)
        {
            gInformation.NewMatch += gInformation_NewMatch;

            FillDictionary();

            ShowCalled += AlertRenderer_ShowCalled;
            HideCalled += AlertRenderer_HideCalled;
        }
Example #3
0
        private Point _ptMousePosition = new Point(0, 0); //Position for the Moving of the Panel

        #endregion Fields

        #region Constructors

        /// <summary>
        ///     Initializes a new instance of the <see cref="BaseRenderer" /> class.
        /// </summary>
        /// <param name="gInformation">The GameInfo reference to access the gamedata</param>
        /// <param name="pSettings">The Preference reference to get the information which data will be drawn</param>
        /// <param name="sc2Process">The Process- handle to check whenever a process is available or not</param>
        protected BaseRenderer(GameInfo gInformation, PreferenceManager pSettings, Process sc2Process)
        {
            GInformation = gInformation;
            PSettings = pSettings;
            PSc2Process = sc2Process;

            InitCode();
        }
 public ProductionRenderer(GameInfo gInformation, PreferenceManager pSettings, Process sc2Process)
     : base(gInformation, pSettings, sc2Process)
 {
     IsHiddenChanged += ProductionRenderer_IsHiddenChanged;
 }
 public PersonalClockRenderer(GameInfo gInformation, PreferenceManager pSettings, Process sc2Process)
     : base(gInformation, pSettings, sc2Process)
 {
 }
        public NewMainHandler()
        {
            _.Info("Initialize The UI", _.InfoImportance.VeryImportant);

            InitializeComponent();

            Gameinfo = new GameInfo();
            Gameinfo.CSleepTime = PSettings.PreferenceAll.Global.DataRefresh;
            Gameinfo.IterationPerSecondChanged += Gameinfo_IterationPerSecondChanged;
            Gameinfo.ProcessFound += Gameinfo_ProcessFound;

            Init();
            OverlaysEventMapping();
            LanguageStringEventMapping();
            ControlsFill();

            PluginsLocalLoadPlugins();

            LoadContributers();
            LaunchOnStartup();

            _.Info("UI Initialization Successful", _.InfoImportance.VeryImportant);
        }
 public WorkerCoachRenderer(GameInfo gInformation, PreferenceManager pSettings, Process sc2Process)
     : base(gInformation, pSettings, sc2Process)
 {
 }