Esempio n. 1
0
        private static void Actually_StartGame(params object[] eventArgs)
        {
            if (!_isInGameMode)
            {
                _isInGameMode = true;

                UvsChess.Framework.ChessState item = Actually_GetUpdated_LstHistory_SelectedItem();

                _mainGame = new UvsChess.Framework.ChessGame(item, GuiEventLoop.WhitePlayerName, GuiEventLoop.BlackPlayerName);

                // Remove WinGui from the GuiChessBoard updates
                MainForm.chessBoardControl.PieceMovedByHuman -= MainForm.PieceMovedByHuman_Changed;

                // Add the ChessGame to the GuiChessBoard updates
                MainForm.chessBoardControl.PieceMovedByHuman += _mainGame.WhitePlayer_HumanMovedPieceEvent;
                MainForm.chessBoardControl.PieceMovedByHuman += _mainGame.BlackPlayer_HumanMovedPieceEvent;

                // Add WinGui to the ChessGame updates event
                _mainGame.UpdatedState += GuiEventLoop.AddToHistory;

                _mainGame.SetGuiChessBoard_IsLocked += GuiEventLoop.SetGuiChessBoard_IsLocked;

                // Add WinGui to the DeclareResults event
                _mainGame.DeclareResults += GuiEventLoop.DeclareResults;

                _mainGame.SetDecisionTree += GuiEventLoop.SetDecisionTree;

                Actually_RemoveHistoryAfterSelected();

                Actually_DisableMenuItemsDuringPlay();
                Actually_DisableRadioBtnsAndComboBoxes();
                Actually_DisableHistoryWindowClicking();
                GuiEventLoop.Actually_SetGuiChessBoard_IsLocked(new object[] { true });

                _mainGame.StartGame();
            }
        }
Esempio n. 2
0
        private static void Actually_StartGame(params object[] eventArgs)
        {
            if (! _isInGameMode)
            {
                _isInGameMode = true;

                UvsChess.Framework.ChessState item = Actually_GetUpdated_LstHistory_SelectedItem();

                _mainGame = new UvsChess.Framework.ChessGame(item, GuiEventLoop.WhitePlayerName, GuiEventLoop.BlackPlayerName);

                // Remove WinGui from the GuiChessBoard updates
                MainForm.chessBoardControl.PieceMovedByHuman -= MainForm.PieceMovedByHuman_Changed;

                // Add the ChessGame to the GuiChessBoard updates
                MainForm.chessBoardControl.PieceMovedByHuman += _mainGame.WhitePlayer_HumanMovedPieceEvent;
                MainForm.chessBoardControl.PieceMovedByHuman += _mainGame.BlackPlayer_HumanMovedPieceEvent;

                // Add WinGui to the ChessGame updates event
                _mainGame.UpdatedState += GuiEventLoop.AddToHistory;

                _mainGame.SetGuiChessBoard_IsLocked += GuiEventLoop.SetGuiChessBoard_IsLocked;

                // Add WinGui to the DeclareResults event
                _mainGame.DeclareResults += GuiEventLoop.DeclareResults;

                _mainGame.SetDecisionTree += GuiEventLoop.SetDecisionTree;

                Actually_RemoveHistoryAfterSelected();

                Actually_DisableMenuItemsDuringPlay();
                Actually_DisableRadioBtnsAndComboBoxes();
                Actually_DisableHistoryWindowClicking();
                GuiEventLoop.Actually_SetGuiChessBoard_IsLocked(new object[] { true });

                _mainGame.StartGame();
            }
        }