/// <summary> /// Initializes a new instance of the <see cref="Window{TCommands,TData}" /> class. /// </summary> /// <param name="simUnit">Core simulation which is controlling the form factory.</param> protected Window(SimulationApp simUnit) { // Copy over reference for simulation core. _simUnit = simUnit; // Reference for our text user interface data so we can build it up in pieces. _menuPrompt = new StringBuilder(); // Create the user data object casted to correct type from generics while still adhering to common base class. UserData = FactoryExtensions.New <TData> .Instance(); // Determines if the menu system should show raw input names in the menu rendering or just number selections by enum value. ShowCommandNamesInMenu = SimulationApp.SHOW_COMMANDS; // Complain the generics implemented is not of an enum type. if (!typeof(TCommands).GetTypeInfo().IsEnum) { throw new InvalidCastException("TCommands must be an enumerated type!"); } // Create empty list of menu choices. _menuCommands = new List <IMenuChoice <TCommands> >(); // Dictionary of mappings for the choices and their associated values and actions. _menuMappings = new Dictionary <string, TCommands>(); _menuActions = new Dictionary <TCommands, Action>(); // Menu header and footer is empty strings by default. _menuHeader = string.Empty; _menuFooter = string.Empty; }
/// <summary> /// Initializes a new instance of the <see cref="WindowFactory" /> class. /// Creates a new Windows factory that will look over the application for all known game types and create reference /// list which we can use to get instances of a given Windows by asking for it. /// </summary> /// <param name="simUnit">Core simulation which is controlling the window factory.</param> public WindowFactory(SimulationApp simUnit) { // Copy over reference for simulation core. _simUnit = simUnit; // Create dictionaries for holding statistics about times run and for reference loading. Windows = new Dictionary <string, Type>(); // Loop through every possible game Windows type defined in enumeration. foreach (var window in simUnit.AllowedWindows) { // Add the game Windows to reference list for lookup and instancing later during runtime. Windows.Add(window.Name, window); } }
/// <summary> /// Initializes a new instance of the <see cref="SceneGraph" /> class. /// </summary> /// <param name="simUnit">Core simulation which is controlling the window manager.</param> public SceneGraph(SimulationApp simUnit) { _simUnit = simUnit; ScreenBuffer = string.Empty; }
/// <summary> /// Initializes a new instance of the <see cref="Window{TCommands,TData}" /> class. /// </summary> /// <param name="simUnit">Core simulation which is controlling the form factory.</param> public GameOver(SimulationApp simUnit) : base(simUnit) { }
public ConsoleWindow(SimulationApp app) : base(app) { }
/// <summary> /// Initializes a new instance of the <see cref="InputManager" /> class. /// </summary> /// <param name="simUnit">Core simulation which is controlling the window manager.</param> public InputManager(SimulationApp simUnit) { _simUnit = simUnit; _commandQueue = new Queue <string>(); InputBuffer = string.Empty; }
/// <summary> /// Initializes a new instance of the <see cref="Window{TCommands,TData}" /> class. /// </summary> /// <param name="simUnit">Core simulation which is controlling the form factory.</param> public MainMenu(SimulationApp simUnit) : base(simUnit) { }
/// <summary> /// Initializes a new instance of the <see cref="Window{TCommands,TData}" /> class. /// </summary> /// <param name="simUnit">Core simulation which is controlling the form factory.</param> public Travel(SimulationApp simUnit) : base(simUnit) { }
/// <summary> /// Initializes a new instance of the <see cref="Window{TCommands,TData}" /> class. /// </summary> /// <param name="simUnit">Core simulation which is controlling the form factory.</param> // ReSharper disable once UnusedMember.Global public ExampleWindow(SimulationApp simUnit) : base(simUnit) { }
/// <summary> /// Initializes a new instance of the <see cref="Window{TCommands,TData}" /> class. /// </summary> /// <param name="simUnit">Core simulation which is controlling the form factory.</param> public Graveyard(SimulationApp simUnit) : base(simUnit) { }
public LabelAnnotatorWindow(SimulationApp app) : base(app) { }
/// <summary> /// Initializes a new instance of the <see cref="Window{TCommands,TData}" /> class. /// </summary> /// <param name="simUnit">Core simulation which is controlling the form factory.</param> public RandomEvent(SimulationApp simUnit) : base(simUnit) { }
/// <summary> /// Initializes a new instance of the <see cref="WindowManager" /> class. /// Initializes a new instance of the <see cref="T:TrailSimulation.Core.ModuleProduct" /> class. /// </summary> /// <param name="simUnit">Core simulation which is controlling the window manager.</param> public WindowManager(SimulationApp simUnit) { // Factories for modes and states that can be attached to them during runtime. windowFactory = new WindowFactory(simUnit); formFactory = new FormFactory(); }