public AdminController(IScreens screensDomain, IIssues issuesDomain, IRedAlert redAlertDomain, ISettings settingsDomain) { _screensDomain = screensDomain; _issuesDomain = issuesDomain; _redAlertDomain = redAlertDomain; _settingsDomain = settingsDomain; }
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(); }
public AdminController(IScreens screensDomain, IIssues issuesDomain, IRedAlert redAlertDomain, ISettings settingsDomain) { _screensDomain = screensDomain; _issuesDomain = issuesDomain; _redAlertDomain = redAlertDomain; _settingsDomain = settingsDomain; }
/// <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); }
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(); }
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>(); }
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; }
/// <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); }
public HomeController(IScreens screensDomain) { _screensDomain = screensDomain; }
public HomeController(IRedAlert redAlertDomain, IScreens screensDomain) { _redAlertDomain = redAlertDomain; _screensDomain = screensDomain; }
public Asker(IWordsTracker wordsTracker, IScreens screens) { _wordsTracker = wordsTracker; _screens = screens; }