コード例 #1
0
ファイル: AdminController.cs プロジェクト: scottw12/LCARS
 public AdminController(IScreens screensDomain, IIssues issuesDomain, IRedAlert redAlertDomain, ISettings settingsDomain)
 {
     _screensDomain = screensDomain;
     _issuesDomain = issuesDomain;
     _redAlertDomain = redAlertDomain;
     _settingsDomain = settingsDomain;
 }
コード例 #2
0
ファイル: StartupHandler.cs プロジェクト: teast/TileWindow
        public StartupHandler(IScreens screensInfo, IVirtualDesktopCollection virtualDesktops, IContainerNodeCreater containerNodeCreator, IVirtualDesktopCreater virtualDesktopCreator, IScreenNodeCreater screenNodeCreator, ISignalHandler signal, IKeyHandler keyHandler, ICommandHelper commandHelper, IWindowTracker windowTracker, IPInvokeHandler pinvokeHandler)
        {
            this.screensInfo          = screensInfo;
            this.desktops             = virtualDesktops;
            this.containerNodeCreator = containerNodeCreator;
            this.signal          = signal;
            this.keyHandler      = keyHandler;
            this.commandHelper   = commandHelper;
            this.windowTracker   = windowTracker;
            this.pinvokeHandler  = pinvokeHandler;
            this.HandlesToIgnore = new List <IntPtr>();

            var result = screensInfo.AllScreens.GetOrderRect();

            _screens = result.rect.ToArray();

            for (var i = 0; i < desktops.Count; i++)
            {
                var screensToAdd = _screens.Select((rect, i) => screenNodeCreator.Create("Screen" + i, rect, dir: result.direction)).ToArray();
                desktops[i] = virtualDesktopCreator.Create(i, rect: _screens.TotalRect(), dir: result.direction, childs: screensToAdd);
                desktops[i].Hide();
            }

            desktops.Index = 0;
            desktops.ActiveDesktop.Show();
        }
コード例 #3
0
ファイル: AdminController.cs プロジェクト: crazeydave/LCARS
 public AdminController(IScreens screensDomain, IIssues issuesDomain, IRedAlert redAlertDomain, ISettings settingsDomain)
 {
     _screensDomain  = screensDomain;
     _issuesDomain   = issuesDomain;
     _redAlertDomain = redAlertDomain;
     _settingsDomain = settingsDomain;
 }
コード例 #4
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 /// <summary>
 /// Allows the game to perform any initialization it needs to before starting to run.
 /// This is where it can query for any required services and load any non-graphic
 /// related content.  Calling base.Initialize will enumerate through any components
 /// and initialize them as well.
 /// </summary>
 protected override void Initialize()
 {
     // TODO: Add your initialization logic here
     this.IsMouseVisible = true;
     screen    = new LogoScreen(this.Content);
     gamestate = GameState.LOGO_SCREEN;
     base.Initialize();
     nativeWindow = new TryNativeWindow.MyNativeWindow(this.Window.Handle);
 }
コード例 #5
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        public ZeplinRestClient(IOptions <ZeplinRestClientOptions> optionsAccessor)
        {
            if (optionsAccessor == null)
            {
                throw new ArgumentNullException(nameof(optionsAccessor));
            }

            _options  = optionsAccessor.Value;
            _users    = RestService.For <IUsers>(ZeplinRestClientConstants.ZeplinBaseUrl);
            _projects = RestService.For <IProjects>(ZeplinRestClientConstants.ZeplinApiUrl);
            _screens  = RestService.For <IScreens>(ZeplinRestClientConstants.ZeplinApiUrl);

            Initialise();
        }
コード例 #6
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 public SynchronizedSpaceEngineers(ISpaceEngineers se, MethodCallContext methodCallContext)
 {
     Character = new GameLoopDynamicProxy <ICharacterController>(se.Character, methodCallContext)
                 .ActLike <ICharacterController>();
     Session = new GameLoopDynamicProxy <ISessionController>(se.Session, methodCallContext)
               .ActLike <ISessionController>();
     Items       = new GameLoopDynamicProxy <IItems>(se.Items, methodCallContext).ActLike <IItems>();
     Observer    = new GameLoopDynamicProxy <IObserver>(se.Observer, methodCallContext).ActLike <IObserver>();
     Definitions = new GameLoopDynamicProxy <IDefinitions>(se.Definitions, methodCallContext)
                   .ActLike <IDefinitions>();
     Blocks = new GameLoopDynamicProxy <IBlocks>(se.Blocks, methodCallContext).ActLike <IBlocks>();
     Admin  = new GameLoopDynamicProxy <ISpaceEngineersAdmin>(se.Admin, methodCallContext)
              .ActLike <ISpaceEngineersAdmin>();
     Screens = new GameLoopDynamicProxy <IScreens>(se.Screens, methodCallContext).ActLike <IScreens>();
 }
コード例 #7
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 public ObservableScreenGrids(IScreens screens, WIMPConfiguration configuration)
 {
     Screens          = screens;
     Screens.Connect += (_, e) =>
     {
         e.Screen.PropertyChanged += Screen_PropertyChanged;
         CollectionChanged?.Invoke(this, new NotifyCollectionChangedEventArgs(NotifyCollectionChangedAction.Add, e.Screen));
     };
     foreach (var s in Screens)
     {
         s.PropertyChanged += Screen_PropertyChanged;
     }
     Screens.Disconnect += (_, e) =>
                           CollectionChanged?.Invoke(this, new NotifyCollectionChangedEventArgs(NotifyCollectionChangedAction.Remove, e.Screen));
     Configuration = configuration;
 }
コード例 #8
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }


            // TODO: Add your update logic here

            //window switch
            GameState newstate = screen.update(gameTime);

            // GameState newstate = screen
            if (gamestate != newstate)
            {
                switch (newstate)
                {
                case GameState.LOGO_SCREEN:
                    screen = new LogoScreen(this.Content);
                    break;

                case GameState.HELP_MENU:
                    screen = new help(this.Content);
                    break;

                case GameState.GAME_SCREEN:
                    screen = new NUKE.SCREENS.GameScreen(this.Content, nativeWindow);
                    break;

                case GameState.MENU_SCREEN:
                    screen    = new Menu(this.Content, showIntro);
                    showIntro = false;
                    break;

                case GameState.QUIT:
                    this.Exit();
                    break;
                }
                gamestate = newstate;
            }


            base.Update(gameTime);
        }
コード例 #9
0
ファイル: HomeController.cs プロジェクト: scottw12/LCARS
 public HomeController(IScreens screensDomain)
 {
     _screensDomain = screensDomain;
 }
コード例 #10
0
ファイル: HomeController.cs プロジェクト: crazeydave/LCARS
 public HomeController(IRedAlert redAlertDomain, IScreens screensDomain)
 {
     _redAlertDomain = redAlertDomain;
     _screensDomain  = screensDomain;
 }
コード例 #11
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 public Asker(IWordsTracker wordsTracker, IScreens screens)
 {
     _wordsTracker = wordsTracker;
     _screens      = screens;
 }