public LittleSpiderSolitaireMainView(IEventAggregator aggregator) { _aggregator = aggregator; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _deckGPile.Margin = new Thickness(5); _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel stack = new StackPanel(); StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; _main = new BasicMultiplePilesWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _main.Margin = new Thickness(10, 5, 5, 5); //not sure where to place it. //it probably varies from game to game. var scoresAlone = new SimpleLabelGrid(); scoresAlone.AddRow("Score", nameof(LittleSpiderSolitaireMainViewModel.Score)); var tempGrid = scoresAlone.GetContent; //not sure where to place. _waste = new CustomWasteUI(); stack.Children.Add(_deckGPile); stack.Children.Add(tempGrid); otherStack.Children.Add(stack); otherStack.Children.Add(_waste); Content = otherStack; //if not doing this, rethink. }
public TriangleSolitaireMainView(IEventAggregator aggregator) { _aggregator = aggregator; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _discardGPile = new BasePileWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _triangle = new TriangleWPF(); StackPanel stack = new StackPanel(); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; _discardGPile.Margin = new Thickness(5); _discardGPile.HorizontalAlignment = HorizontalAlignment.Left; _discardGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel other = new StackPanel() { Orientation = Orientation.Horizontal }; other.Children.Add(_deckGPile); other.Children.Add(_discardGPile); other.Children.Add(_triangle); stack.Children.Add(other); Content = stack; //if not doing this, rethink. }
public FaceoffView(BladesOfSteelVMData model, IEventAggregator aggregator) { aggregator.Subscribe(this); _yourFace = new BasePileWPF <RegularSimpleCard, ts, DeckOfCardsWPF <RegularSimpleCard> >(); _opponentFace = new BasePileWPF <RegularSimpleCard, ts, DeckOfCardsWPF <RegularSimpleCard> >(); StackPanel stack = new StackPanel(); _deck = new BaseDeckWPF <RegularSimpleCard, ts, DeckOfCardsWPF <RegularSimpleCard> >(); _model = model; _aggregator = aggregator; _deck.HorizontalAlignment = HorizontalAlignment.Left; _deck.VerticalAlignment = VerticalAlignment.Top; stack.Children.Add(_deck); SimpleLabelGrid firsts = new SimpleLabelGrid(); firsts.AddRow("Instructions", nameof(FaceoffViewModel.Instructions)); stack.Children.Add(firsts.GetContent); StackPanel other = new StackPanel() { Orientation = Orientation.Horizontal }; stack.Children.Add(other); other.Children.Add(_yourFace); other.Children.Add(_opponentFace); _yourFace.HorizontalAlignment = HorizontalAlignment.Left; _yourFace.VerticalAlignment = VerticalAlignment.Top; _opponentFace.HorizontalAlignment = HorizontalAlignment.Left; _yourFace.VerticalAlignment = VerticalAlignment.Top; _yourFace.Margin = new Thickness(5); _opponentFace.Margin = new Thickness(5); Content = stack; }
public CaliforniaJackMainView(IEventAggregator aggregator, TestOptions test, CaliforniaJackVMData model ) { _aggregator = aggregator; _model = model; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <CaliforniaJackCardInformation, ts, DeckOfCardsWPF <CaliforniaJackCardInformation> >(); _score = new ScoreBoardWPF(); _playerHandWPF = new BaseHandWPF <CaliforniaJackCardInformation, ts, DeckOfCardsWPF <CaliforniaJackCardInformation> >(); _trick1 = new TwoPlayerTrickWPF <EnumSuitList, CaliforniaJackCardInformation, ts, DeckOfCardsWPF <CaliforniaJackCardInformation> >(); StackPanel mainStack = new StackPanel(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer() { Name = nameof(CaliforniaJackMainViewModel.RestoreScreen) }; } StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_deckGPile); mainStack.Children.Add(otherStack); _score.AddColumn("Cards Left", false, nameof(CaliforniaJackPlayerItem.ObjectCount)); //very common. _score.AddColumn("Tricks Won", true, nameof(CaliforniaJackPlayerItem.TricksWon), rightMargin: 10); _score.AddColumn("Points", true, nameof(CaliforniaJackPlayerItem.Points), rightMargin: 10); _score.AddColumn("Total Score", true, nameof(CaliforniaJackPlayerItem.TotalScore), rightMargin: 10); SimpleLabelGrid firstInfo = new SimpleLabelGrid(); firstInfo.AddRow("Turn", nameof(CaliforniaJackMainViewModel.NormalTurn)); firstInfo.AddRow("Trump", nameof(CaliforniaJackMainViewModel.TrumpSuit)); firstInfo.AddRow("Status", nameof(CaliforniaJackMainViewModel.Status)); mainStack.Children.Add(_trick1); mainStack.Children.Add(_playerHandWPF); 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. } Content = mainStack; }
public KlondikeSolitaireMainView(IEventAggregator aggregator) { _aggregator = aggregator; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; _discardGPile = new BasePileWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _discardGPile.Margin = new Thickness(5); _discardGPile.HorizontalAlignment = HorizontalAlignment.Left; _discardGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel stack = new StackPanel(); StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; _main = new BasicMultiplePilesWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _main.Margin = new Thickness(10, 5, 5, 5); otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_discardGPile); var autoBut = GetGamingButton("Auto Make Move", nameof(KlondikeSolitaireMainViewModel.AutoMoveAsync)); //not sure where to place it. //it probably varies from game to game. var scoresAlone = new SimpleLabelGrid(); scoresAlone.AddRow("Score", nameof(KlondikeSolitaireMainViewModel.Score)); var tempGrid = scoresAlone.GetContent; //not sure where to place. _waste = new SolitairePilesWPF(); //not sure where to place //needs to init. however, needs a waste viewmodel to hook to. the interface does not require to necessarily use it. //sometimes its more discard piles. var miscDiscard = new BasicMultiplePilesWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); //if this is being used, then needs to hook to a viewmodel that is associated with this one. _deckGPile.Margin = new Thickness(5, 5, 5, 5); _discardGPile.Margin = new Thickness(5, 5, 5, 5); otherStack.Children.Add(_main); stack.Children.Add(otherStack); stack.Children.Add(_waste); Grid grid = new Grid(); AddAutoColumns(grid, 2); grid.Children.Add(stack); stack = new StackPanel(); stack.Children.Add(tempGrid); stack.Children.Add(autoBut); AddControlToGrid(grid, stack, 0, 1); Content = grid; }
public CribbagePatienceMainView(IEventAggregator aggregator) { _aggregator = aggregator; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <CribbageCard, ts, DeckOfCardsWPF <CribbageCard> >(); StackPanel stack = new StackPanel(); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; _hand1Score = new ScoreHandCribUI(); _hand2Score = new ScoreHandCribUI(); _cribScore = new ScoreHandCribUI(); _score1 = new ScoreSummaryUI(); _yourHand = new BaseHandWPF <CribbageCard, ts, DeckOfCardsWPF <CribbageCard> >(); _cribHand = new BaseHandWPF <CribbageCard, ts, DeckOfCardsWPF <CribbageCard> >(); SetMargins(_score1); SetMargins(_hand1Score); SetMargins(_hand2Score); SetMargins(_cribScore); SetMargins(_cribHand); SetMargins(_yourHand); //i think should be this too. Grid grid = new Grid(); AddLeftOverRow(grid, 40); AddLeftOverRow(grid, 60); AddAutoRows(grid, 1); AddAutoColumns(grid, 1); AddLeftOverColumn(grid, 40); AddLeftOverColumn(grid, 40); AddControlToGrid(grid, stack, 2, 0); Grid.SetColumnSpan(stack, 3); stack.Orientation = Orientation.Horizontal; var cributton = GetGamingButton("To Crib", nameof(CribbagePatienceMainViewModel.CribAsync)); var continueButton = GetGamingButton("Continue", nameof(CribbagePatienceMainViewModel.Continue)); stack.Children.Add(cributton); stack.Children.Add(continueButton); StackPanel otherStack = new StackPanel() { Orientation = Orientation.Horizontal }; stack = new StackPanel(); otherStack.Children.Add(_deckGPile); _startCard = new BasePileWPF <CribbageCard, ts, DeckOfCardsWPF <CribbageCard> >(); otherStack.Children.Add(_startCard); stack.Children.Add(otherStack); stack.Children.Add(_yourHand); AddControlToGrid(grid, stack, 1, 0); AddControlToGrid(grid, _cribHand, 0, 0); AddControlToGrid(grid, _score1, 0, 2); _grid = grid; Content = grid; }
public VegasSolitaireMainView(IEventAggregator aggregator) { _aggregator = aggregator; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; _discardGPile = new BasePileWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _discardGPile.Margin = new Thickness(5); _discardGPile.HorizontalAlignment = HorizontalAlignment.Left; _discardGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel stack = new StackPanel(); StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; _main = new BasicMultiplePilesWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _main.Margin = new Thickness(10, 5, 5, 5); otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_discardGPile); var autoBut = GetGamingButton("Auto Make Move", nameof(VegasSolitaireMainViewModel.AutoMoveAsync)); var scoresAlone = new SimpleLabelGrid(); var thisCon = new CurrencyConverter(); scoresAlone.AddRow("Money", nameof(VegasSolitaireMainViewModel.Money), thisCon); var tempGrid = scoresAlone.GetContent; _waste = new SolitairePilesWPF(); otherStack.Children.Add(_main); stack.Children.Add(otherStack); stack.Children.Add(_waste); Grid grid = new Grid(); AddAutoColumns(grid, 2); AddControlToGrid(grid, stack, 0, 0); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _discardGPile.Margin = new Thickness(5, 5, 5, 5); stack = new StackPanel(); stack.Margin = new Thickness(20, 5, 5, 5); AddControlToGrid(grid, stack, 0, 1); stack.Children.Add(tempGrid); stack.Children.Add(autoBut); Content = grid; //if not doing this, rethink. }
private readonly MainUI _main; //if something change here. public CaptiveQueensSolitaireMainView(IEventAggregator aggregator) { _aggregator = aggregator; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; _discardGPile = new BasePileWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _discardGPile.Margin = new Thickness(5); _discardGPile.HorizontalAlignment = HorizontalAlignment.Left; _discardGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel stack = new StackPanel(); StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_discardGPile); _main = new MainUI(); _main.Margin = new Thickness(10, 5, 5, 5); stack.Children.Add(otherStack); //not sure where to place it. //it probably varies from game to game. var scoresAlone = new SimpleLabelGrid(); scoresAlone.AddRow("Score", nameof(CaptiveQueensSolitaireMainViewModel.Score)); scoresAlone.AddRow("First Start Number", nameof(CaptiveQueensSolitaireMainViewModel.FirstNumber)); scoresAlone.AddRow("Second Start Number", nameof(CaptiveQueensSolitaireMainViewModel.SecondNumber)); var tempGrid = scoresAlone.GetContent; stack.Children.Add(tempGrid); //not sure where to place. //not sure where to place //needs to init. however, needs a waste viewmodel to hook to. the interface does not require to necessarily use it. //sometimes its more discard piles. //if this is being used, then needs to hook to a viewmodel that is associated with this one. _deckGPile.Margin = new Thickness(5, 5, 5, 5); _discardGPile.Margin = new Thickness(5, 5, 5, 5); StackPanel finalStack = new StackPanel() { Orientation = Orientation.Horizontal }; Content = finalStack; finalStack.Children.Add(stack); finalStack.Children.Add(_main); }
public AlternationSolitaireMainView(IEventAggregator aggregator) { _aggregator = aggregator; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; _discardGPile = new BasePileWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _discardGPile.Margin = new Thickness(5); _discardGPile.HorizontalAlignment = HorizontalAlignment.Left; _discardGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel stack = new StackPanel(); StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_discardGPile); _main = new BasicMultiplePilesWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _main.Margin = new Thickness(100, 5, 5, 5); stack.Children.Add(otherStack); var autoBut = GetGamingButton("Auto Make Move", nameof(AlternationSolitaireMainViewModel.AutoMoveAsync)); //not sure where to place it. //it probably varies from game to game. var scoresAlone = new SimpleLabelGrid(); scoresAlone.AddRow("Score", nameof(AlternationSolitaireMainViewModel.Score)); var tempGrid = scoresAlone.GetContent; //not sure where to place. _waste = new SolitairePilesWPF(); StackPanel tempStack = new StackPanel(); otherStack.Children.Add(tempStack); tempStack.Children.Add(tempGrid); tempStack.Children.Add(autoBut); otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; stack.Children.Add(otherStack); otherStack.Children.Add(_waste); otherStack.Children.Add(_main); Content = stack; //if not doing this, rethink. }
public DemonSolitaireMainView(IEventAggregator aggregator) { _aggregator = aggregator; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; _discardGPile = new BasePileWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _discardGPile.Margin = new Thickness(5); _discardGPile.HorizontalAlignment = HorizontalAlignment.Left; _discardGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel stack = new StackPanel(); _main = new BasicMultiplePilesWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _main.Margin = new Thickness(10, 5, 5, 5); //not sure where to place it. //it probably varies from game to game. var scoresAlone = new SimpleLabelGrid(); scoresAlone.AddRow("Score", nameof(DemonSolitaireMainViewModel.Score)); scoresAlone.AddRow("Starting Number", nameof(DemonSolitaireMainViewModel.StartingNumber)); var tempGrid = scoresAlone.GetContent; //not sure where to place. _waste = new SolitairePilesWPF(); _heel.HorizontalAlignment = HorizontalAlignment.Left; _heel.VerticalAlignment = VerticalAlignment.Top; Grid grid = new Grid(); AddAutoColumns(grid, 3); AddAutoRows(grid, 2); AddControlToGrid(grid, _deckGPile, 0, 0); AddControlToGrid(grid, _discardGPile, 0, 1); AddControlToGrid(grid, _main, 0, 2); AddControlToGrid(grid, _heel, 1, 1); AddControlToGrid(grid, _waste, 1, 2); stack.Children.Add(tempGrid); AddControlToGrid(grid, stack, 1, 0); _heel.Margin = new Thickness(0, 5, 0, 0); _waste.Margin = new Thickness(0, 25, 0, 0); stack.Margin = new Thickness(0, 5, 5, 0); Content = grid; }
public CarpetSolitaireMainView(IEventAggregator aggregator) { _aggregator = aggregator; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; _discardGPile = new BasePileWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _discardGPile.Margin = new Thickness(5); _discardGPile.HorizontalAlignment = HorizontalAlignment.Left; _discardGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel stack = new StackPanel(); StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; _main = new BasicMultiplePilesWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _main.Margin = new Thickness(10, 5, 5, 5); stack.Children.Add(otherStack); otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_discardGPile); var autoBut = GetGamingButton("Auto Make Move", nameof(CarpetSolitaireMainViewModel.AutoMoveAsync)); //not sure where to place it. //it probably varies from game to game. var scoresAlone = new SimpleLabelGrid(); scoresAlone.AddRow("Score", nameof(CarpetSolitaireMainViewModel.Score)); var tempGrid = scoresAlone.GetContent; _deckGPile.Margin = new Thickness(5, 5, 5, 5); _discardGPile.Margin = new Thickness(5, 5, 5, 5); Grid grid = new Grid(); AddAutoColumns(grid, 2); stack.Children.Add(tempGrid); stack.Children.Add(autoBut); AddControlToGrid(grid, stack, 0, 0); stack = new StackPanel(); stack.Children.Add(_main); stack.Children.Add(_discard); AddControlToGrid(grid, stack, 0, 1); Content = grid; }
public EasyGoSolitaireMainView(IEventAggregator aggregator) { _aggregator = aggregator; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; _discardGPile = new BasePileWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _discardGPile.Margin = new Thickness(5); _discardGPile.HorizontalAlignment = HorizontalAlignment.Left; _discardGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel stack = new StackPanel(); StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; _main = new BasicMultiplePilesWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _main.Margin = new Thickness(10, 5, 5, 5); otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_discardGPile); var autoBut = GetGamingButton("Auto Make Move", nameof(EasyGoSolitaireMainViewModel.AutoMoveAsync)); var scoresAlone = new SimpleLabelGrid(); scoresAlone.AddRow("Score", nameof(EasyGoSolitaireMainViewModel.Score)); var tempGrid = scoresAlone.GetContent; _waste = new BasicMultiplePilesWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); StackPanel tempStack = new StackPanel(); tempStack.Orientation = Orientation.Horizontal; stack.Children.Add(_main); stack.Children.Add(_waste); tempStack.Children.Add(stack); stack = new StackPanel(); stack.Margin = new Thickness(30, 30, 0, 0); stack.Children.Add(tempGrid); stack.Children.Add(autoBut); stack.Children.Add(otherStack); tempStack.Children.Add(stack); Content = tempStack; }
public AgnesSolitaireMainView(IEventAggregator aggregator) { _aggregator = aggregator; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel stack = new StackPanel(); StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; _main = new BasicMultiplePilesWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _main.Margin = new Thickness(10, 5, 5, 5); stack.Children.Add(otherStack); otherStack.Children.Add(_main); var autoBut = GetGamingButton("Auto Make Move", nameof(AgnesSolitaireMainViewModel.AutoMoveAsync)); autoBut.HorizontalAlignment = HorizontalAlignment.Left; //not sure where to place it. //it probably varies from game to game. var scoresAlone = new SimpleLabelGrid(); scoresAlone.AddRow("Score", nameof(AgnesSolitaireMainViewModel.Score)); scoresAlone.AddRow("Starting Number", nameof(AgnesSolitaireMainViewModel.StartingNumber)); var tempGrid = scoresAlone.GetContent; //not sure where to place. _waste = new SolitairePilesWPF(); //not sure where to place //needs to init. however, needs a waste viewmodel to hook to. the interface does not require to necessarily use it. //sometimes its more discard piles. StackPanel tempStack = new StackPanel(); otherStack.Children.Add(tempStack); tempStack.Children.Add(tempGrid); tempStack.Children.Add(autoBut); stack.Children.Add(_waste); Content = stack; //if not doing this, rethink. }
public PyramidSolitaireMainView(IEventAggregator aggregator) { _aggregator = aggregator; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _discardGPile = new BasePileWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _discardGPile.Margin = new Thickness(5); _discardGPile.HorizontalAlignment = HorizontalAlignment.Left; _discardGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel stack = new StackPanel(); _currentCard = new BasePileWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _playerBoard = new CardBoardWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _triangle = new TriangleWPF(); var playButton = GetGamingButton("Play Selected Cards", nameof(PyramidSolitaireMainViewModel.PlaySelectedCardsAsync)); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel other = new StackPanel() { Orientation = Orientation.Horizontal }; other.Children.Add(_deckGPile); other.Children.Add(_discardGPile); other.Children.Add(_currentCard); other.Children.Add(_triangle); stack.Children.Add(other); stack.Children.Add(_playerBoard); playButton.HorizontalAlignment = HorizontalAlignment.Left; playButton.VerticalAlignment = VerticalAlignment.Top; stack.Children.Add(playButton); var thisLabel = new SimpleLabelGrid(); thisLabel.AddRow("Score", nameof(PyramidSolitaireMainViewModel.Score)); stack.Children.Add(thisLabel.GetContent); Content = stack; //if not doing this, rethink. }
public PokerMainView(IEventAggregator aggregator) { _aggregator = aggregator; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <PokerCardInfo, ts, DeckOfCardsWPF <PokerCardInfo> >(); StackPanel stack = new StackPanel(); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel otherStack = new StackPanel() { Orientation = Orientation.Horizontal }; otherStack.Children.Add(_deckGPile); _bet = new BetUI(); _bet.Margin = new Thickness(60, 5, 10, 10); otherStack.Children.Add(_bet); var tempButton = GetGamingButton("New Round", nameof(PokerMainViewModel.NewRoundAsync)); tempButton.HorizontalAlignment = HorizontalAlignment.Left; tempButton.VerticalAlignment = VerticalAlignment.Center; otherStack.Children.Add(tempButton); SimpleLabelGrid thisLabel = new SimpleLabelGrid(); CurrencyConverter thisConvert = new CurrencyConverter(); thisLabel.AddRow("Money", nameof(PokerMainViewModel.Money), thisConvert); thisLabel.AddRow("Round", nameof(PokerMainViewModel.Round)); thisLabel.AddRow("Winnings", nameof(PokerMainViewModel.Winnings), thisConvert); thisLabel.AddRow("Hand", nameof(PokerMainViewModel.HandLabel)); stack.Children.Add(otherStack); stack.Children.Add(thisLabel.GetContent); _hand = new HandUI(_aggregator); _hand.Margin = new Thickness(5); stack.Children.Add(_hand); Content = stack; //if not doing this, rethink. }
public void Init(EagleWingsSolitaireMainViewModel thisMod) { var thisDeck = new BaseDeckWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); thisDeck.Init(thisMod.Heel1 !, ts.TagUsed); WastePiles tempWaste = (WastePiles)thisMod.WastePiles1 !; if (tempWaste.Piles.PileList.Count != 8) { throw new BasicBlankException("Must have 8 piles in order to initialize the plane ui"); } var firstList = tempWaste.Piles.PileList.Take(4).ToCustomBasicList(); _thisStack = new StackPanel(); _thisStack.Orientation = Orientation.Horizontal; LoadPiles(firstList, tempWaste); _thisStack.Children.Add(thisDeck); var lastList = tempWaste.Piles.PileList.Skip(4).ToCustomBasicList(); LoadPiles(lastList, tempWaste); Content = _thisStack; }
public SpiderSolitaireMainView(IEventAggregator aggregator) { _aggregator = aggregator; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel stack = new StackPanel(); StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; _main = new BasicMultiplePilesWPF <SolitaireCard, ts, DeckOfCardsWPF <SolitaireCard> >(); _main.Margin = new Thickness(2, 50, 5, 5); var scoresAlone = new SimpleLabelGrid(); scoresAlone.AddRow("Score", nameof(SpiderSolitaireMainViewModel.Score)); var tempGrid = scoresAlone.GetContent; _waste = new SolitairePilesWPF(); _deckGPile.Margin = new Thickness(5, 5, 5, 5); stack.Margin = new Thickness(10, 5, 0, 0); otherStack.Children.Add(_waste); stack.Children.Add(tempGrid); stack.Children.Add(_deckGPile); otherStack.Children.Add(stack); stack = new StackPanel(); Button ends = GetGamingButton("End Game", nameof(SpiderSolitaireMainViewModel.EndGameAsync)); stack.Children.Add(ends); stack.Children.Add(_main); otherStack.Children.Add(stack); Content = otherStack; //if not doing this, rethink. }
public SpadesBeginningView(Spades2PlayerVMData model) { StackPanel stack = new StackPanel() { Orientation = Orientation.Horizontal }; _deckGPile = new BaseDeckWPF <Spades2PlayerCardInformation, ts, DeckOfCardsWPF <Spades2PlayerCardInformation> >(); _discardGPile = new BasePileWPF <Spades2PlayerCardInformation, ts, DeckOfCardsWPF <Spades2PlayerCardInformation> >(); _other = new BasePileWPF <Spades2PlayerCardInformation, ts, DeckOfCardsWPF <Spades2PlayerCardInformation> >(); stack.Children.Add(_deckGPile); stack.Children.Add(_discardGPile); var button = GetGamingButton("Take Card", nameof(SpadesBeginningViewModel.TakeCardAsync)); stack.Children.Add(button); stack.Children.Add(_other); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _discardGPile.Margin = new Thickness(5, 5, 5, 5); _other.Margin = new Thickness(5); Content = stack; _model = model; }
public FillOrBustMainView(IEventAggregator aggregator, TestOptions test, FillOrBustVMData model ) { _aggregator = aggregator; _model = model; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <FillOrBustCardInformation, FillOrBustGraphicsCP, CardGraphicsWPF>(); _discardGPile = new BasePileWPF <FillOrBustCardInformation, FillOrBustGraphicsCP, CardGraphicsWPF>(); _score = new ScoreBoardWPF(); _diceControl = new DiceListControlWPF <SimpleDice>(); StackPanel mainStack = new StackPanel(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer() { Name = nameof(FillOrBustMainViewModel.RestoreScreen) }; } StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_discardGPile); // can reposition or not even have as well. mainStack.Children.Add(otherStack); _score.AddColumn("Current Score", true, nameof(FillOrBustPlayerItem.CurrentScore), rightMargin: 10); _score.AddColumn("Total Score", true, nameof(FillOrBustPlayerItem.TotalScore), rightMargin: 10); otherStack.Children.Add(_score); mainStack.Children.Add(_diceControl); otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; mainStack.Children.Add(otherStack); var button = GetGamingButton("Roll Dice", nameof(FillOrBustMainViewModel.RollDiceAsync)); button.Margin = new Thickness(0, 0, 5, 0); otherStack.Children.Add(button); button = GetGamingButton("Remove Dice", nameof(FillOrBustMainViewModel.ChooseDiceAsync)); button.Margin = new Thickness(0, 0, 5, 0); otherStack.Children.Add(button); var endButton = GetGamingButton("End Turn", nameof(FillOrBustMainViewModel.EndTurnAsync)); otherStack.Children.Add(endButton); SimpleLabelGrid tempInfo = new SimpleLabelGrid(); tempInfo.AddRow("Temporary Score", nameof(FillOrBustMainViewModel.TempScore)); tempInfo.AddRow("Score", nameof(FillOrBustMainViewModel.DiceScore)); otherStack.Children.Add(tempInfo.GetContent); SimpleLabelGrid firstInfo = new SimpleLabelGrid(); firstInfo.AddRow("Turn", nameof(FillOrBustMainViewModel.NormalTurn)); firstInfo.AddRow("Status", nameof(FillOrBustMainViewModel.Status)); mainStack.Children.Add(firstInfo.GetContent); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _discardGPile.Margin = new Thickness(5, 5, 5, 5); if (restoreP != null) { mainStack.Children.Add(restoreP); //default add to grid but does not have to. } Content = mainStack; }
public Rummy500MainView(IEventAggregator aggregator, TestOptions test, Rummy500VMData model ) { _aggregator = aggregator; _model = model; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <RegularRummyCard, ts, DeckOfCardsWPF <RegularRummyCard> >(); _score = new ScoreBoardWPF(); _playerHandWPF = new BaseHandWPF <RegularRummyCard, ts, DeckOfCardsWPF <RegularRummyCard> >(); _playerHandWPF.Margin = new Thickness(5, 5, 5, 5); _playerHandWPF.HorizontalAlignment = HorizontalAlignment.Stretch; _discardRummy = new BaseHandWPF <RegularRummyCard, ts, DeckOfCardsWPF <RegularRummyCard> >(); _mainG = new MainRummySetsWPF <EnumSuitList, EnumColorList, RegularRummyCard, ts, DeckOfCardsWPF <RegularRummyCard>, RummySet, SavedSet>(); StackPanel mainStack = new StackPanel(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer() { Name = nameof(Rummy500MainViewModel.RestoreScreen) }; } Grid finalGrid = new Grid(); AddAutoColumns(finalGrid, 1); AddLeftOverColumn(finalGrid, 1); AddControlToGrid(finalGrid, mainStack, 0, 1); StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_deckGPile); SimpleLabelGrid firstInfo = new SimpleLabelGrid(); firstInfo.AddRow("Turn", nameof(Rummy500MainViewModel.NormalTurn)); firstInfo.AddRow("Status", nameof(Rummy500MainViewModel.Status)); _score.AddColumn("Cards Left", false, nameof(Rummy500PlayerItem.ObjectCount)); //very common. _score.AddColumn("Points Played", false, nameof(Rummy500PlayerItem.PointsPlayed)); _score.AddColumn("Cards Played", false, nameof(Rummy500PlayerItem.CardsPlayed)); _score.AddColumn("Score Current", false, nameof(Rummy500PlayerItem.CurrentScore)); _score.AddColumn("Score Total", false, nameof(Rummy500PlayerItem.TotalScore)); otherStack.Children.Add(_score); otherStack.Children.Add(firstInfo.GetContent); mainStack.Children.Add(_playerHandWPF); Button button; button = GetGamingButton("Discard Current", nameof(Rummy500MainViewModel.DiscardCurrentAsync)); otherStack.Children.Add(button); button = GetGamingButton("Create New Rummy Set", nameof(Rummy500MainViewModel.CreateSetAsync)); otherStack.Children.Add(button); mainStack.Children.Add(otherStack); _mainG.Divider = 1.3; _mainG.Height = 550; // i think mainStack.Children.Add(_mainG); _discardRummy.Divider = 1.7; _discardRummy.HandType = HandObservable <RegularRummyCard> .EnumHandList.Vertical; _discardRummy.HorizontalAlignment = HorizontalAlignment.Left; _discardRummy.VerticalAlignment = VerticalAlignment.Stretch; AddControlToGrid(finalGrid, _discardRummy, 0, 0); _deckGPile.Margin = new Thickness(5, 5, 5, 5); if (restoreP != null) { //todo: figure out where to place the restore ui if there is a restore option. mainStack.Children.Add(restoreP); //default add to grid but does not have to. } Content = finalGrid; }
public OpetongMainView(IEventAggregator aggregator, TestOptions test, OpetongVMData model ) { _aggregator = aggregator; _model = model; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <RegularRummyCard, ts, DeckOfCardsWPF <RegularRummyCard> >(); _score = new ScoreBoardWPF(); _playerHandWPF = new BaseHandWPF <RegularRummyCard, ts, DeckOfCardsWPF <RegularRummyCard> >(); _tempG = new TempRummySetsWPF <EnumSuitList, EnumColorList, RegularRummyCard, ts, DeckOfCardsWPF <RegularRummyCard> >(); _mainG = new MainRummySetsWPF <EnumSuitList, EnumColorList, RegularRummyCard, ts, DeckOfCardsWPF <RegularRummyCard>, RummySet, SavedSet>(); _poolG = new CardBoardWPF <RegularRummyCard, ts, DeckOfCardsWPF <RegularRummyCard> >(); StackPanel mainStack = new StackPanel(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer() { Name = nameof(OpetongMainViewModel.RestoreScreen) }; } StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_poolG); _poolG.HorizontalAlignment = HorizontalAlignment.Left; _poolG.VerticalAlignment = VerticalAlignment.Top; _tempG.Height = 350; otherStack.Children.Add(_tempG); var button = GetGamingButton("Lay Down Single Set", nameof(OpetongMainViewModel.PlaySetAsync)); otherStack.Children.Add(button); mainStack.Children.Add(otherStack); _score.AddColumn("Cards Left", true, nameof(OpetongPlayerItem.ObjectCount)); //very common. _score.AddColumn("Sets Played", true, nameof(OpetongPlayerItem.SetsPlayed)); _score.AddColumn("Score", true, nameof(OpetongPlayerItem.TotalScore)); SimpleLabelGrid firstInfo = new SimpleLabelGrid(); firstInfo.AddRow("Turn", nameof(OpetongMainViewModel.NormalTurn)); firstInfo.AddRow("Status", nameof(OpetongMainViewModel.Status)); firstInfo.AddRow("Instructions", nameof(OpetongMainViewModel.Instructions)); StackPanel finalStack = new StackPanel(); finalStack.Children.Add(_score); finalStack.Children.Add(firstInfo.GetContent); otherStack.Children.Add(finalStack); mainStack.Children.Add(_playerHandWPF); mainStack.Children.Add(_mainG); _deckGPile.Margin = new Thickness(5, 5, 5, 5); if (restoreP != null) { mainStack.Children.Add(restoreP); //default add to grid but does not have to. } Content = mainStack; }
public GalaxyCardGameMainView(IEventAggregator aggregator, TestOptions test, GalaxyCardGameVMData model, GalaxyCardGameGameContainer gameContainer ) { _aggregator = aggregator; _model = model; _model.WinUI = this; _gameContainer = gameContainer; _aggregator.Subscribe(this); gameContainer.SaveRoot.LoadWin(this); _deckGPile = new BaseDeckWPF <GalaxyCardGameCardInformation, ts, DeckOfCardsWPF <GalaxyCardGameCardInformation> >(); _score = new ScoreBoardWPF(); _playerHandWPF = new BaseHandWPF <GalaxyCardGameCardInformation, ts, DeckOfCardsWPF <GalaxyCardGameCardInformation> >(); _trick1 = new TwoPlayerTrickWPF <EnumSuitList, GalaxyCardGameCardInformation, ts, DeckOfCardsWPF <GalaxyCardGameCardInformation> >(); _trick1.Width = 500; _nextCard = new DeckOfCardsWPF <GalaxyCardGameCardInformation>(); _planetStack = new StackPanel(); _moonGrid = new Grid(); _planetStack.Orientation = Orientation.Horizontal; AddLeftOverColumn(_moonGrid, 50); AddLeftOverColumn(_moonGrid, 50); AddAutoRows(_moonGrid, 1); _nextCard.SendSize(ts.TagUsed, _gameContainer.SaveRoot !.WinningCard); StackPanel mainStack = new StackPanel(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer() { Name = nameof(GalaxyCardGameMainViewModel.RestoreScreen) }; } var endButton = GetGamingButton("End Turn", nameof(GalaxyCardGameMainViewModel.EndTurnAsync)); endButton.HorizontalAlignment = HorizontalAlignment.Left; endButton.VerticalAlignment = VerticalAlignment.Top; StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_trick1); otherStack.Children.Add(_nextCard); otherStack.Children.Add(_deckGPile); mainStack.Children.Add(otherStack); _score.AddColumn("Cards Left", false, nameof(GalaxyCardGamePlayerItem.ObjectCount)); //very common. SimpleLabelGrid firstInfo = new SimpleLabelGrid(); firstInfo.AddRow("Turn", nameof(GalaxyCardGameMainViewModel.NormalTurn)); firstInfo.AddRow("Status", nameof(GalaxyCardGameMainViewModel.Status)); mainStack.Children.Add(_moonGrid); otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_playerHandWPF); StackPanel finalStack = new StackPanel(); finalStack.Children.Add(firstInfo.GetContent); var button = GetGamingButton("Create New Moon", nameof(GalaxyCardGameMainViewModel.MoonAsync)); finalStack.Children.Add(endButton); finalStack.Children.Add(button); otherStack.Children.Add(finalStack); mainStack.Children.Add(otherStack); otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_planetStack); otherStack.Children.Add(_score); mainStack.Children.Add(otherStack); _deckGPile.Margin = new Thickness(5, 5, 5, 5); if (restoreP != null) { //todo: figure out where to place the restore ui if there is a restore option. mainStack.Children.Add(restoreP); //default add to grid but does not have to. } Content = mainStack; }
public LifeCardGameMainView(IEventAggregator aggregator, TestOptions test, LifeCardGameVMData model, LifeCardGameGameContainer gameContainer ) { _aggregator = aggregator; _model = model; _gameContainer = gameContainer; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <LifeCardGameCardInformation, LifeCardGameGraphicsCP, CardGraphicsWPF>(); _discardGPile = new BasePileWPF <LifeCardGameCardInformation, LifeCardGameGraphicsCP, CardGraphicsWPF>(); _score = new ScoreBoardWPF(); _playerHandWPF = new BaseHandWPF <LifeCardGameCardInformation, LifeCardGameGraphicsCP, CardGraphicsWPF>(); _storyStack.Orientation = Orientation.Horizontal; _currentCard = new BasePileWPF <LifeCardGameCardInformation, LifeCardGameGraphicsCP, CardGraphicsWPF>(); StackPanel mainStack = new StackPanel(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer() { Name = nameof(LifeCardGameMainViewModel.RestoreScreen) }; } StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_discardGPile); // can reposition or not even have as well. otherStack.Children.Add(_currentCard); mainStack.Children.Add(otherStack); otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; mainStack.Children.Add(otherStack); Button button; button = GetGamingButton("Years Passed", nameof(LifeCardGameMainViewModel.YearsPassedAsync)); otherStack.Children.Add(button); button = GetGamingButton("Play Card", nameof(LifeCardGameMainViewModel.PlayCardAsync)); otherStack.Children.Add(button); ParentSingleUIContainer parent = new ParentSingleUIContainer() { Name = nameof(LifeCardGameMainViewModel.OtherScreen), HorizontalAlignment = HorizontalAlignment.Left, VerticalAlignment = VerticalAlignment.Top }; otherStack.Children.Add(parent); _score.AddColumn("Cards Left", true, nameof(LifeCardGamePlayerItem.ObjectCount)); //very common. _score.AddColumn("Points", true, nameof(LifeCardGamePlayerItem.Points)); SimpleLabelGrid firstInfo = new SimpleLabelGrid(); firstInfo.AddRow("Turn", nameof(LifeCardGameMainViewModel.NormalTurn)); firstInfo.AddRow("Status", nameof(LifeCardGameMainViewModel.Status)); mainStack.Children.Add(_playerHandWPF); otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_score); otherStack.Children.Add(firstInfo.GetContent); mainStack.Children.Add(otherStack); StackPanel finalStack = new StackPanel(); finalStack.Orientation = Orientation.Horizontal; finalStack.Children.Add(mainStack); finalStack.Children.Add(_storyStack); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _discardGPile.Margin = new Thickness(5, 5, 5, 5); _currentCard.Margin = new Thickness(5, 5, 5, 5); if (restoreP != null) { mainStack.Children.Add(restoreP); //default add to grid but does not have to. } Content = finalStack; }
public BladesOfSteelMainView(IEventAggregator aggregator, TestOptions test, BladesOfSteelVMData model, BladesOfSteelGameContainer gameContainer ) { _aggregator = aggregator; _model = model; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <RegularSimpleCard, ts, DeckOfCardsWPF <RegularSimpleCard> >(); _discardGPile = new BasePileWPF <RegularSimpleCard, ts, DeckOfCardsWPF <RegularSimpleCard> >(); _score = new ScoreBoardWPF(); _playerHandWPF = new BaseHandWPF <RegularSimpleCard, ts, DeckOfCardsWPF <RegularSimpleCard> >(); _mainDefenseCards = new BaseHandWPF <RegularSimpleCard, ts, DeckOfCardsWPF <RegularSimpleCard> >(); _opponentDefense = new BaseHandWPF <RegularSimpleCard, ts, DeckOfCardsWPF <RegularSimpleCard> >(); _opponentAttack = new BaseHandWPF <RegularSimpleCard, ts, DeckOfCardsWPF <RegularSimpleCard> >(); _yourDefense = new BaseHandWPF <RegularSimpleCard, ts, DeckOfCardsWPF <RegularSimpleCard> >(); _yourAttack = new BaseHandWPF <RegularSimpleCard, ts, DeckOfCardsWPF <RegularSimpleCard> >(); ScoringGuideWPF tempScore = new ScoringGuideWPF(); _score.AddColumn("Cards Left", true, nameof(BladesOfSteelPlayerItem.ObjectCount), rightMargin: 5); _score.AddColumn("Score", true, nameof(BladesOfSteelPlayerItem.Score), rightMargin: 5); StackPanel mainStack = new StackPanel(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer() { Name = nameof(BladesOfSteelMainViewModel.RestoreScreen) }; } StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(tempScore); otherStack.Children.Add(_score); mainStack.Children.Add(otherStack); otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; mainStack.Children.Add(otherStack); StackPanel firstStack = new StackPanel(); AddVerticalLabelGroup("Instructions", nameof(BladesOfSteelMainViewModel.Instructions), firstStack); otherStack.Children.Add(firstStack); Grid playerArea = new Grid(); AddAutoColumns(playerArea, 3); AddAutoRows(playerArea, 2); _opponentDefense.Margin = new Thickness(0, 0, 0, 20); AddControlToGrid(playerArea, _opponentDefense, 0, 2); AddControlToGrid(playerArea, _opponentAttack, 0, 1); _opponentAttack.Margin = new Thickness(0, 0, 0, 20); AddControlToGrid(playerArea, _mainDefenseCards, 1, 0); AddControlToGrid(playerArea, _yourAttack, 1, 1); AddControlToGrid(playerArea, _yourDefense, 1, 2); mainStack.Children.Add(playerArea); otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_discardGPile); AddControlToGrid(playerArea, otherStack, 0, 0); otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; mainStack.Children.Add(otherStack); var endButton = GetGamingButton("End Turn", nameof(BladesOfSteelMainViewModel.EndTurnAsync)); endButton.HorizontalAlignment = HorizontalAlignment.Left; endButton.VerticalAlignment = VerticalAlignment.Center; otherStack.Children.Add(endButton); var otherBut = GetGamingButton("Pass", nameof(BladesOfSteelMainViewModel.PassAsync)); otherStack.Children.Add(otherBut); otherBut.HorizontalAlignment = HorizontalAlignment.Left; otherBut.VerticalAlignment = VerticalAlignment.Center; otherStack.Children.Add(_playerHandWPF); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _discardGPile.Margin = new Thickness(5, 5, 5, 5); _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; _discardGPile.HorizontalAlignment = HorizontalAlignment.Left; _discardGPile.VerticalAlignment = VerticalAlignment.Top; if (restoreP != null) { mainStack.Children.Add(restoreP); //default add to grid but does not have to. } _score !.LoadLists(gameContainer.PlayerList !); _playerHandWPF !.LoadList(_model.PlayerHand1 !, ts.TagUsed); // i think _discardGPile !.Init(_model.Pile1 !, ts.TagUsed); // may have to be here (well see) _discardGPile.StartListeningDiscardPile(); // its the main one. _deckGPile !.Init(_model.Deck1 !, ts.TagUsed); // try here. may have to do something else as well (?) _deckGPile.StartListeningMainDeck(); _mainDefenseCards !.LoadList(_model.MainDefense1 !, ts.TagUsed); _yourAttack !.LoadList(_model.YourAttackPile !, ts.TagUsed); _yourDefense !.LoadList(_model.YourDefensePile !, ts.TagUsed); _opponentAttack !.LoadList(_model.OpponentAttackPile !, ts.TagUsed); _opponentDefense !.LoadList(_model.OpponentDefensePile !, ts.TagUsed); Content = mainStack; }
public MonopolyCardGameMainView(IEventAggregator aggregator, TestOptions test, MonopolyCardGameVMData model, MonopolyCardGameGameContainer gameContainer ) { _aggregator = aggregator; _model = model; _gameContainer = gameContainer; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <MonopolyCardGameCardInformation, MonopolyCardGameGraphicsCP, CardGraphicsWPF>(); _score = new ScoreBoardWPF(); _playerHandWPF = new BaseHandWPF <MonopolyCardGameCardInformation, MonopolyCardGameGraphicsCP, CardGraphicsWPF>(); StackPanel mainStack = new StackPanel(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer() { Name = nameof(MonopolyCardGameMainViewModel.RestoreScreen) }; } mainStack.Children.Add(_cardDetail); Grid finalGrid = new Grid(); AddPixelColumn(finalGrid, 900); AddAutoColumns(finalGrid, 1); _tradeStack.Orientation = Orientation.Horizontal; AddControlToGrid(finalGrid, _tradeStack, 0, 1); AddControlToGrid(finalGrid, mainStack, 0, 0); StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_deckGPile); StackPanel tempStack = new StackPanel(); var thisBut = GetGamingButton("Resume", nameof(MonopolyCardGameMainViewModel.ResumeAsync)); tempStack.Children.Add(thisBut); thisBut = GetGamingButton("Go Out", nameof(MonopolyCardGameMainViewModel.GoOutAsync)); tempStack.Children.Add(thisBut); otherStack.Children.Add(tempStack); mainStack.Children.Add(otherStack); _score.AddColumn("Cards Left", true, nameof(MonopolyCardGamePlayerItem.ObjectCount)); //very common. _score.AddColumn("Previous Money", true, nameof(MonopolyCardGamePlayerItem.PreviousMoney), useCurrency: true); _score.AddColumn("Total Money", true, nameof(MonopolyCardGamePlayerItem.TotalMoney), useCurrency: true); SimpleLabelGrid firstInfo = new SimpleLabelGrid(); firstInfo.AddRow("Turn", nameof(MonopolyCardGameMainViewModel.NormalTurn)); firstInfo.AddRow("Status", nameof(MonopolyCardGameMainViewModel.Status)); mainStack.Children.Add(_playerHandWPF); 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. } Content = finalGrid; }
public FlinchMainView(IEventAggregator aggregator, TestOptions test, FlinchVMData model ) { _aggregator = aggregator; _model = model; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <FlinchCardInformation, FlinchGraphicsCP, CardGraphicsWPF>(); _score = new ScoreBoardWPF(); _playerHandWPF = new BaseHandWPF <FlinchCardInformation, FlinchGraphicsCP, CardGraphicsWPF>(); _publicGraphics = new PublicPilesWPF(); _publicGraphics.Width = 700; _publicGraphics.Height = 500; StackPanel mainStack = new StackPanel(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer() { Name = nameof(FlinchMainViewModel.RestoreScreen) }; } StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_publicGraphics); mainStack.Children.Add(otherStack); StackPanel tempStack = new StackPanel(); var thisLabel = GetDefaultLabel(); thisLabel.Text = "Cards To Reshuffle"; tempStack.Children.Add(thisLabel); otherStack.Children.Add(tempStack); thisLabel = GetDefaultLabel(); thisLabel.SetBinding(TextBlock.TextProperty, nameof(FlinchMainViewModel.CardsToShuffle)); tempStack.Children.Add(thisLabel); _score.AddColumn("In Stock", false, nameof(FlinchPlayerItem.InStock)); int x; for (x = 1; x <= 5; x++) //has to change for flinch. { var thisStr = "Discard" + x; _score.AddColumn(thisStr, false, thisStr); } _score.AddColumn("Stock Left", false, nameof(FlinchPlayerItem.StockLeft)); _score.AddColumn("Cards Left", false, nameof(FlinchPlayerItem.ObjectCount)); //very common. SimpleLabelGrid firstInfo = new SimpleLabelGrid(); firstInfo.AddRow("Turn", nameof(FlinchMainViewModel.NormalTurn)); firstInfo.AddRow("Status", nameof(FlinchMainViewModel.Status)); otherStack.Children.Add(_score); Button endButton = GetGamingButton("End Turn", nameof(FlinchMainViewModel.EndTurnAsync)); endButton.HorizontalAlignment = HorizontalAlignment.Left; endButton.VerticalAlignment = VerticalAlignment.Top; otherStack.Children.Add(endButton); otherStack.Children.Add(firstInfo.GetContent); mainStack.Children.Add(_playerHandWPF); ParentSingleUIContainer parent = new ParentSingleUIContainer() { Name = nameof(FlinchMainViewModel.PlayerPilesScreen) }; mainStack.Children.Add(parent); _deckGPile.Margin = new Thickness(5, 5, 5, 5); if (restoreP != null) { mainStack.Children.Add(restoreP); //default add to grid but does not have to. } Content = mainStack; }
public CribbageMainView(IEventAggregator aggregator, TestOptions test, CribbageVMData model ) { _aggregator = aggregator; _model = model; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <CribbageCard, ts, DeckOfCardsWPF <CribbageCard> >(); _discardGPile = new BasePileWPF <CribbageCard, ts, DeckOfCardsWPF <CribbageCard> >(); _score = new ScoreBoardWPF(); _playerHandWPF = new BaseHandWPF <CribbageCard, ts, DeckOfCardsWPF <CribbageCard> >(); _crib1 = new BaseHandWPF <CribbageCard, ts, DeckOfCardsWPF <CribbageCard> >(); _main1 = new BaseHandWPF <CribbageCard, ts, DeckOfCardsWPF <CribbageCard> >(); _otherScore = new ScoreUI(); _main1.Divider = 1.5; StackPanel mainStack = new StackPanel(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer() { Name = nameof(CribbageMainViewModel.RestoreScreen) }; } StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_discardGPile); // can reposition or not even have as well. otherStack.Children.Add(_main1); mainStack.Children.Add(otherStack); _score.AddColumn("Cards Left", false, nameof(CribbagePlayerItem.ObjectCount)); //very common. _score.AddColumn("Is Skunk Hole", false, nameof(CribbagePlayerItem.IsSkunk), useTrueFalse: true); _score.AddColumn("First Position", false, nameof(CribbagePlayerItem.FirstPosition)); _score.AddColumn("Second Position", false, nameof(CribbagePlayerItem.SecondPosition)); _score.AddColumn("Score Round", false, nameof(CribbagePlayerItem.ScoreRound)); _score.AddColumn("Total Score", false, nameof(CribbagePlayerItem.TotalScore)); SimpleLabelGrid firstInfo = new SimpleLabelGrid(); firstInfo.AddRow("Turn", nameof(CribbageMainViewModel.NormalTurn)); firstInfo.AddRow("Status", nameof(CribbageMainViewModel.Status)); firstInfo.AddRow("Dealer", nameof(CribbageMainViewModel.Dealer)); SimpleLabelGrid others = new SimpleLabelGrid(); others.AddRow("Count", nameof(CribbageMainViewModel.TotalCount)); mainStack.Children.Add(_playerHandWPF); otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; mainStack.Children.Add(otherStack); var button = GetGamingButton("Continue", nameof(CribbageMainViewModel.ContinueAsync)); otherStack.Children.Add(button); button = GetGamingButton("To Crib", nameof(CribbageMainViewModel.CribAsync)); otherStack.Children.Add(button); button = GetGamingButton("Play", nameof(CribbageMainViewModel.PlayAsync)); otherStack.Children.Add(button); otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; mainStack.Children.Add(otherStack); otherStack.Children.Add(firstInfo.GetContent); otherStack.Children.Add(_crib1); Grid finalGrid = new Grid(); AddPixelRow(finalGrid, 300); // hopefully this is enough AddLeftOverRow(finalGrid, 1); AddLeftOverColumn(finalGrid, 70); AddLeftOverColumn(finalGrid, 30); AddControlToGrid(finalGrid, mainStack, 0, 0); Grid.SetRowSpan(mainStack, 2); StackPanel finalStack = new StackPanel(); finalStack.Children.Add(others.GetContent); finalStack.Children.Add(_otherScore); AddControlToGrid(finalGrid, finalStack, 0, 1); AddControlToGrid(finalGrid, _score, 1, 1); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _discardGPile.Margin = new Thickness(5, 5, 5, 5); if (restoreP != null) { //todo: figure out where to place the restore ui if there is a restore option. mainStack.Children.Add(restoreP); //default add to grid but does not have to. } Content = finalGrid; }
public FiveCrownsMainView(IEventAggregator aggregator, TestOptions test, FiveCrownsVMData model ) { _aggregator = aggregator; _model = model; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <FiveCrownsCardInformation, FiveCrownsGraphicsCP, CardGraphicsWPF>(); _discardGPile = new BasePileWPF <FiveCrownsCardInformation, FiveCrownsGraphicsCP, CardGraphicsWPF>(); _score = new ScoreBoardWPF(); _playerHandWPF = new BaseHandWPF <FiveCrownsCardInformation, FiveCrownsGraphicsCP, CardGraphicsWPF>(); _tempG = new TempRummySetsWPF <EnumSuitList, EnumColorList, FiveCrownsCardInformation, FiveCrownsGraphicsCP, CardGraphicsWPF>(); _mainG = new MainRummySetsWPF <EnumSuitList, EnumColorList, FiveCrownsCardInformation, FiveCrownsGraphicsCP, CardGraphicsWPF, PhaseSet, SavedSet>(); StackPanel mainStack = new StackPanel(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer() { Name = nameof(FiveCrownsMainViewModel.RestoreScreen) }; } Grid finalGrid = new Grid(); AddLeftOverRow(finalGrid, 20); // has to be this way because of scoreboard. AddLeftOverRow(finalGrid, 80); mainStack.Children.Add(finalGrid); Grid firstGrid = new Grid(); AddLeftOverColumn(firstGrid, 40); // 50 was too much. if there is scrolling, i guess okay. AddLeftOverColumn(firstGrid, 10); // for buttons (can change if necessary) AddAutoColumns(firstGrid, 1); // maybe 1 (well see) AddLeftOverColumn(firstGrid, 15); // for other details AddLeftOverColumn(firstGrid, 30); // for scoreboard _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; _discardGPile.HorizontalAlignment = HorizontalAlignment.Left; _discardGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_discardGPile); // can reposition or not even have as well. AddControlToGrid(firstGrid, otherStack, 0, 2); // i think AddControlToGrid(firstGrid, _playerHandWPF, 0, 0); // i think var thisBut = GetGamingButton("Lay" + Constants.vbCrLf + "Down", nameof(FiveCrownsMainViewModel.LayDownSetsAsync)); StackPanel tempStack = new StackPanel(); tempStack.Orientation = Orientation.Horizontal; tempStack.Children.Add(thisBut); thisBut = GetGamingButton("Back", nameof(FiveCrownsMainViewModel.Back)); thisBut.FontSize -= 4; tempStack.Children.Add(thisBut); AddControlToGrid(firstGrid, tempStack, 0, 1); _score.AddColumn("Cards Left", true, nameof(FiveCrownsPlayerItem.ObjectCount)); //very common. _score.AddColumn("Current Score", true, nameof(FiveCrownsPlayerItem.CurrentScore)); _score.AddColumn("Total Score", true, nameof(FiveCrownsPlayerItem.TotalScore)); AddControlToGrid(firstGrid, _score, 0, 4); SimpleLabelGrid firstInfo = new SimpleLabelGrid(); firstInfo.AddRow("Turn", nameof(FiveCrownsMainViewModel.NormalTurn)); firstInfo.AddRow("Status", nameof(FiveCrownsMainViewModel.Status)); firstInfo.AddRow("Up To", nameof(FiveCrownsMainViewModel.UpTo)); AddControlToGrid(firstGrid, firstInfo.GetContent, 0, 3); AddControlToGrid(finalGrid, firstGrid, 0, 0); // i think _tempG.Height = 700; StackPanel thirdStack = new StackPanel(); thirdStack.Orientation = Orientation.Horizontal; thirdStack.Children.Add(_tempG); _mainG.Height = 700; // try this way. thirdStack.Children.Add(_mainG); AddControlToGrid(finalGrid, thirdStack, 1, 0); // i think _deckGPile.Margin = new Thickness(5, 5, 5, 5); _discardGPile.Margin = new Thickness(5, 5, 5, 5); if (restoreP != null) { mainStack.Children.Add(restoreP); //default add to grid but does not have to. } Content = mainStack; }
public YahtzeeHandsDownMainView(IEventAggregator aggregator, TestOptions test, YahtzeeHandsDownVMData model ) { _aggregator = aggregator; _model = model; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <YahtzeeHandsDownCardInformation, YahtzeeHandsDownGraphicsCP, CardGraphicsWPF>(); _discardGPile = new BasePileWPF <YahtzeeHandsDownCardInformation, YahtzeeHandsDownGraphicsCP, CardGraphicsWPF>(); _score = new ScoreBoardWPF(); _playerHandWPF = new BaseHandWPF <YahtzeeHandsDownCardInformation, YahtzeeHandsDownGraphicsCP, CardGraphicsWPF>(); _combo1 = new ComboHandWPF(); _chance1 = new ChanceSinglePileWPF(); StackPanel mainStack = new StackPanel(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer() { Name = nameof(YahtzeeHandsDownMainViewModel.RestoreScreen) }; } StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_discardGPile); // can reposition or not even have as well. _chance1.Margin = new Thickness(5, 5, 5, 5); _chance1.HorizontalAlignment = HorizontalAlignment.Left; _chance1.VerticalAlignment = VerticalAlignment.Top; otherStack.Children.Add(_chance1); mainStack.Children.Add(otherStack); _score.AddColumn("Cards Left", true, nameof(YahtzeeHandsDownPlayerItem.ObjectCount)); //very common. _score.AddColumn("Total Score", true, nameof(YahtzeeHandsDownPlayerItem.TotalScore)); _score.AddColumn("Won Last Round", true, nameof(YahtzeeHandsDownPlayerItem.WonLastRound)); _score.AddColumn("Score Round", true, nameof(YahtzeeHandsDownPlayerItem.ScoreRound)); SimpleLabelGrid firstInfo = new SimpleLabelGrid(); firstInfo.AddRow("Turn", nameof(YahtzeeHandsDownMainViewModel.NormalTurn)); firstInfo.AddRow("Status", nameof(YahtzeeHandsDownMainViewModel.Status)); mainStack.Children.Add(_playerHandWPF); var otherButton = GetGamingButton("Go Out", nameof(YahtzeeHandsDownMainViewModel.GoOutAsync)); mainStack.Children.Add(otherButton); var endButton = GetGamingButton("End Turn", nameof(YahtzeeHandsDownMainViewModel.EndTurnAsync)); endButton.HorizontalAlignment = HorizontalAlignment.Left; mainStack.Children.Add(endButton); mainStack.Children.Add(firstInfo.GetContent); mainStack.Children.Add(_score); otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(mainStack); _combo1.HandType = HandObservable <ComboCardInfo> .EnumHandList.Vertical; otherStack.Children.Add(_combo1); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _discardGPile.Margin = new Thickness(5, 5, 5, 5); if (restoreP != null) { //todo: figure out where to place the restore ui if there is a restore option. mainStack.Children.Add(restoreP); //default add to grid but does not have to. } Content = otherStack; }
public FourSuitRummyMainView(IEventAggregator aggregator, TestOptions test, FourSuitRummyVMData model ) { _aggregator = aggregator; _model = model; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <RegularRummyCard, ts, DeckOfCardsWPF <RegularRummyCard> >(); _discardGPile = new BasePileWPF <RegularRummyCard, ts, DeckOfCardsWPF <RegularRummyCard> >(); _score = new ScoreBoardWPF(); _playerHandWPF = new BaseHandWPF <RegularRummyCard, ts, DeckOfCardsWPF <RegularRummyCard> >(); _tempG = new TempRummySetsWPF <EnumSuitList, EnumColorList, RegularRummyCard, ts, DeckOfCardsWPF <RegularRummyCard> >(); StackPanel mainStack = new StackPanel(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer() { Name = nameof(FourSuitRummyMainViewModel.RestoreScreen) }; } Grid finalGrid = new Grid(); AddLeftOverRow(finalGrid, 20); // has to be this way because of scoreboard. AddLeftOverRow(finalGrid, 80); mainStack.Children.Add(finalGrid); StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_discardGPile); // can reposition or not even have as well. Grid firstGrid = new Grid(); AddLeftOverColumn(firstGrid, 60); // 50 was too much. if there is scrolling, i guess okay. AddLeftOverColumn(firstGrid, 10); // for buttons (can change if necessary) AddAutoColumns(firstGrid, 1); // maybe 1 (well see) AddLeftOverColumn(firstGrid, 15); // for other details AddLeftOverColumn(firstGrid, 30); // for scoreboard _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; _discardGPile.HorizontalAlignment = HorizontalAlignment.Left; _discardGPile.VerticalAlignment = VerticalAlignment.Top; AddControlToGrid(firstGrid, otherStack, 0, 2); // i think AddControlToGrid(firstGrid, _playerHandWPF, 0, 0); // i think var thisBut = GetGamingButton("Play Sets", nameof(FourSuitRummyMainViewModel.PlaySetsAsync)); AddControlToGrid(firstGrid, thisBut, 0, 1); _score.AddColumn("Cards Left", true, nameof(FourSuitRummyPlayerItem.ObjectCount)); //very common. _score.AddColumn("Total Score", true, nameof(FourSuitRummyPlayerItem.TotalScore)); AddControlToGrid(firstGrid, _score, 0, 4); SimpleLabelGrid firstInfo = new SimpleLabelGrid(); firstInfo.AddRow("Turn", nameof(FourSuitRummyMainViewModel.NormalTurn)); firstInfo.AddRow("Status", nameof(FourSuitRummyMainViewModel.Status)); AddControlToGrid(firstGrid, firstInfo.GetContent, 0, 3); AddControlToGrid(finalGrid, firstGrid, 0, 0); // i think _tempG.Height = 700; StackPanel thirdStack = new StackPanel(); thirdStack.Orientation = Orientation.Horizontal; thirdStack.Children.Add(_tempG); Grid setGrid = new Grid(); AddLeftOverColumn(setGrid, 50); AddLeftOverColumn(setGrid, 50); AddPixelRow(setGrid, 700); // i think this one needs that. thirdStack.Children.Add(setGrid); ParentSingleUIContainer parent = new ParentSingleUIContainer() { Name = nameof(FourSuitRummyMainViewModel.YourSetsScreen) }; AddControlToGrid(setGrid, parent, 0, 0); parent = new ParentSingleUIContainer() { Name = nameof(FourSuitRummyMainViewModel.OpponentSetsScreen) }; AddControlToGrid(setGrid, parent, 0, 1); AddControlToGrid(finalGrid, thirdStack, 1, 0); // i think _deckGPile.Margin = new Thickness(5, 5, 5, 5); _discardGPile.Margin = new Thickness(5, 5, 5, 5); if (restoreP != null) { //todo: figure out where to place the restore ui if there is a restore option. mainStack.Children.Add(restoreP); //default add to grid but does not have to. } Content = mainStack; }