public AGSSliderComponent(IGameState state, IInput input, IGameEvents gameEvents, IFocusedUI focus) { _focus = focus; _state = state; _input = input; _gameEvents = gameEvents; AllowKeyboardControl = true; OnValueChanged = new AGSEvent <SliderValueEventArgs>(); OnValueChanging = new AGSEvent <SliderValueEventArgs>(); input.KeyUp.Subscribe(onKeyUp); }
private int _inUpdate; //For preventing re-entrancy public UIEventsAggregator(IInput input, IHitTest hitTest, IGameEvents gameEvents, IFocusedUI focus) { _hitTest = hitTest; _focus = focus; _subscribersToAdd = new ConcurrentQueue <Subscriber>(); _subscribersToRemove = new ConcurrentQueue <string>(); _input = input; _gameEvents = gameEvents; _subscribers = new List <Subscriber>(100); gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public AGSUIFactory(Resolver resolver, IGameState gameState, IGraphicsFactory graphics, IObjectFactory obj, IFocusedUI focusedUI, IFontFactory fonts) { _fonts = fonts; _resolver = resolver; _gameState = gameState; _graphics = graphics; _borders = graphics.Borders; _object = obj; _focus = focusedUI; }
public AGSGameState(ICustomProperties globalVariables, IAGSRoomTransitions roomTransitions, Resolver resolver, IFocusedUI focusedUi) { Speed = 100; Rooms = new AGSBindingList <IRoom>(10); UI = new AGSConcurrentHashSet <IObject> (); GlobalVariables = globalVariables; FocusedUI = focusedUi; _cutscene = new Lazy <ICutscene> (() => resolver.Container.Resolve <ICutscene>()); _roomTransitions = roomTransitions; }
public AGSUIFactory(Resolver resolver, IGameState gameState, IGraphicsFactory graphics, IObjectFactory obj, IGameSettings settings, IFocusedUI focusedUI) { _settings = settings; _resolver = resolver; _gameState = gameState; _graphics = graphics; _borders = graphics.Borders; _object = obj; _focus = focusedUI; }
public AGSTextBoxComponent(IBlockingEvent <TextBoxKeyPressingEventArgs> onPressingKey, IInput input, IGame game, IKeyboardState keyboardState, IFocusedUI focusedUi) { CaretFlashDelay = 10; _keyboardState = keyboardState; _focusedUi = focusedUi; OnPressingKey = onPressingKey; _game = game; input.KeyDown.Subscribe(onKeyDown); input.KeyUp.Subscribe(onKeyUp); }
public KeyboardMovement(IInput input, IFocusedUI focusedUi) { _focusedUi = focusedUi; Enabled = true; _up = new AGSConcurrentHashSet <Key> (); _down = new AGSConcurrentHashSet <Key> (); _left = new AGSConcurrentHashSet <Key> (); _right = new AGSConcurrentHashSet <Key> (); _keysDown = new AGSConcurrentHashSet <Key> (); input.KeyDown.SubscribeToAsync(onKeyDown); input.KeyUp.SubscribeToAsync(onKeyUp); }
public KeyboardMovement(ICharacter character, IInput input, IFocusedUI focusedUi, KeyboardMovementMode mode) { _character = character; _focusedUi = focusedUi; Enabled = true; Mode = mode; _up = new AGSConcurrentHashSet <Key> (); _down = new AGSConcurrentHashSet <Key> (); _left = new AGSConcurrentHashSet <Key> (); _right = new AGSConcurrentHashSet <Key> (); _keysDown = new AGSConcurrentHashSet <Key> (); input.KeyDown.SubscribeToAsync(onKeyDown); input.KeyUp.SubscribeToAsync(onKeyUp); }
public AGSGameState(ICustomProperties globalVariables, IAGSRoomTransitions roomTransitions, Resolver resolver, IFocusedUI focusedUi, IViewport viewport) { Speed = 100; Rooms = new AGSBindingList <IRoom>(10); UI = new AGSConcurrentHashSet <IObject> (); SecondaryViewports = new AGSBindingList <IViewport>(5); viewport.RoomProvider = this; viewport.Camera.Target = () => Player; Viewport = viewport; GlobalVariables = globalVariables; FocusedUI = focusedUi; _cutscene = new Lazy <ICutscene> (() => resolver.Container.Resolve <ICutscene>()); _roomTransitions = roomTransitions; }
public AGSGameState(ICustomProperties globalVariables, IRoomTransitions roomTransitions, Resolver resolver, IFocusedUI focusedUi, IViewport viewport, IEvent <RoomTransitionEventArgs> onRoomChangeRequired, IAGSCursor cursor) { Speed = 100; _cursor = cursor; Rooms = new AGSBindingList <IRoom>(10); UI = new AGSConcurrentHashSet <IObject> (); SecondaryViewports = new AGSBindingList <IViewport>(5); RoomTransitions = roomTransitions; viewport.RoomProvider = this; viewport.Camera.Target = () => Player; Viewport = viewport; GlobalVariables = globalVariables; FocusedUI = focusedUi; _cutscene = new Lazy <ICutscene> (() => resolver.Container.Resolve <ICutscene>()); OnRoomChangeRequired = onRoomChangeRequired; _viewports = new ViewportCollection(this); }
public AGSModalWindowComponent(IModalWindows modalWindows, IFocusedUI focusedUI, IGameEvents gameEvents) { _modalWindows = modalWindows; _focusedUi = focusedUI; }
public AGSModalWindowComponent(IModalWindows modalWindows, IFocusedUI focusedUI) { _modalWindows = modalWindows; _focusedUi = focusedUI; }