Esempio n. 1
0
        Task IHandleAsync <LoadEventModel> .HandleAsync(LoadEventModel message)
        {
            GamePackageViewModelBinder.ManuelElements.Clear(); //often times i have to add manually.
            if (_mainGame !.TempSets !.Count == 0)
            {
                throw new BasicBlankException("You need to have 2 sets, not none for tempsets");
            }
            _mainGame.TempSets.ForEach(tempCP =>
            {
                RummyDiceHandWPF thisTemp = _tempList.Single(items => items.Index == tempCP.Index);
                thisTemp.LoadList(tempCP, _mainGame);
            });
            _diceControl !.LoadDiceViewModel(_mainGame);
            _thisScore !.LoadLists(_mainGame.PlayerList !); // i think

            return(this.RefreshBindingsAsync(_aggregator));
        }
Esempio n. 2
0
        public RummyDiceMainView(IEventAggregator aggregator,
                                 TestOptions test,
                                 RummyDiceMainGameClass mainGame
                                 )
        {
            _aggregator = aggregator;
            _mainGame   = mainGame;
            _aggregator.Subscribe(this);
            StackPanel mainStack             = new StackPanel();
            ParentSingleUIContainer?restoreP = null;

            if (test.SaveOption == EnumTestSaveCategory.RestoreOnly)
            {
                restoreP = new ParentSingleUIContainer()
                {
                    Name = nameof(RummyDiceMainViewModel.RestoreScreen)
                };
            }
            StackPanel       tempSets = new StackPanel();
            RummyDiceHandWPF thisTemp = new RummyDiceHandWPF();

            thisTemp.Index = 1;
            tempSets.Children.Add(thisTemp);
            _tempList !.Add(thisTemp); //forgot this too.
            thisTemp       = new RummyDiceHandWPF();
            thisTemp.Index = 2;
            tempSets.Children.Add(thisTemp);
            _tempList.Add(thisTemp);

            StackPanel otherStack = new StackPanel();

            otherStack.Orientation = Orientation.Horizontal;
            otherStack.Children.Add(tempSets);
            _thisScore = new ScoreBoardWPF();
            otherStack.Children.Add(_thisScore);
            mainStack.Children.Add(otherStack);
            SimpleLabelGrid otherScore = new SimpleLabelGrid();

            otherScore.AddRow("Roll", nameof(RummyDiceMainViewModel.RollNumber), new RollConverter());
            otherScore.AddRow("Score", nameof(RummyDiceMainViewModel.Score));
            var tempGrid = otherScore.GetContent;

            tempGrid.VerticalAlignment = VerticalAlignment.Bottom; // try this way
            otherStack             = new StackPanel();
            otherStack.Orientation = Orientation.Horizontal;
            otherStack.Children.Add(tempGrid);
            Button thisBut;

            thisBut        = GetGamingButton("Put Back", nameof(RummyDiceMainViewModel.BoardAsync));
            thisBut.Margin = new Thickness(5, 0, 0, 0);
            otherStack.Children.Add(thisBut);
            mainStack.Children.Add(otherStack);
            otherStack             = new StackPanel();
            otherStack.Orientation = Orientation.Horizontal;
            _thisScore.AddColumn("Score Round", false, nameof(RummyDicePlayerItem.ScoreRound));
            _thisScore.AddColumn("Score Game", false, nameof(RummyDicePlayerItem.ScoreGame));
            _thisScore.AddColumn("Phase", false, nameof(RummyDicePlayerItem.Phase));
            _thisScore.VerticalAlignment = VerticalAlignment.Top;
            otherStack             = new StackPanel();
            otherStack.Orientation = Orientation.Horizontal;
            mainStack.Children.Add(otherStack);
            _diceControl = new RummyDiceListWPF();
            thisBut      = GetGamingButton("Roll", nameof(RummyDiceMainViewModel.RollAsync));
            thisBut.HorizontalAlignment = HorizontalAlignment.Left;
            otherStack.Children.Add(thisBut);
            otherStack.Children.Add(_diceControl);
            SimpleLabelGrid firstInfo = new SimpleLabelGrid();

            firstInfo.AddRow("Turn", nameof(RummyDiceMainViewModel.NormalTurn));
            firstInfo.AddRow("Status", nameof(RummyDiceMainViewModel.Status));
            firstInfo.AddRow("Phase", nameof(RummyDiceMainViewModel.CurrentPhase));
            otherStack             = new StackPanel();
            otherStack.Orientation = Orientation.Horizontal;
            StackPanel bottomStack = new StackPanel();

            otherStack.Children.Add(bottomStack);
            var endButton = GetGamingButton("End Turn", nameof(RummyDiceMainViewModel.EndTurnAsync));

            endButton.HorizontalAlignment = HorizontalAlignment.Left;
            endButton.Margin = new Thickness(5, 0, 0, 20);
            bottomStack.Children.Add(endButton);
            thisBut        = GetGamingButton("Score Hand", nameof(RummyDiceMainViewModel.CheckAsync));
            thisBut.Margin = new Thickness(5, 0, 0, 0);
            bottomStack.Children.Add(thisBut);
            otherStack.Children.Add(firstInfo.GetContent);
            mainStack.Children.Add(otherStack);


            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;
        }