Esempio n. 1
0
        /// <summary>
        /// Setup an option and divine its attributes which will be processed during runtime.
        /// </summary>
        /// <param name="lettersDefinition"></param>
        /// <param name="description"></param>
        /// <param name="operation"></param>
        /// <param name="isOptional"></param>
        /// <param name="ignoreCase"></param>
        public Option(string lettersDefinition, string description, Action <CommandLineManager> operation, bool isOptional = true, bool ignoreCase = true)
        {
            InitialLetterDefinition = lettersDefinition;

            Letters = Regex.Matches(lettersDefinition, @"[^,\t\s]+")
                      .OfType <Match>()
                      .Select(mt => mt.Value)
                      .ToList();

            Letter = Letters.FirstOrDefault(token => token.Length == 1)?.ToUpper();

            IsSingleLetterOption = Letter != null;

            //if (IsSingleLetterOption)
            //    Letter = Letters.FirstOrDefault(token => token.Length == 1)?.ToUpper() ?? Letters[0].Substring(0, 1).ToUpper();

            var grouped = Letters.GroupBy(lt => lt.Length == 1)
                          .ToList();

            LettersSingle = grouped.Where(gr => gr.Key)
                            .SelectMany(grp => grp.Select(letter => letter [0])
                                        .ToList())
                            .ToList();

            LettersMultiple = grouped.Where(gr => gr.Key == false)
                              .SelectMany(grp => grp)
                              .ToList();

            Description = description;
            Operation   = operation;
            IsOptional  = isOptional;
        }
Esempio n. 2
0
 public void LetterGuessed(string letter)
 {
     if (string.IsNullOrEmpty(CurrentPuzzle))
     {
         _guessedLettersQueue.Enqueue(letter);
     }
     else
     {
         var puzzleLetter = Letters.FirstOrDefault(l => l.Display == letter);
         if (puzzleLetter != null)
         {
             puzzleLetter.IsUsed = true;
             OnCurrentPuzzleChanged(false);
         }
     }
 }