BF_GUI_Server CreateServer(ZloBFGame game, IBFServerBase baseServer) { switch (game) { case ZloBFGame.BF_3: return(new BF3_GUI_Server(baseServer)); case ZloBFGame.BF_4: return(new BF4_GUI_Server(baseServer)); case ZloBFGame.BF_HardLine: return(new BFH_GUI_Server(baseServer)); case ZloBFGame.None: default: return(null); } }
private void RespondToChange(ZloBFGame game, IBFServerList senderList, IBFServerBase serverBase, ServerChangeTypes changeType) { Application.Current.Dispatcher.Invoke(() => { var guiList = GetGUIServerList(game); var equi = guiList.Cast <BF_GUI_Server>().FirstOrDefault(x => x.ID == serverBase.ServerID); switch (changeType) { case ServerChangeTypes.Add: if (equi == null) { guiList.Add(equi = CreateServer(game, serverBase)); } AnimateRow(DataGrids[game], equi); break; case ServerChangeTypes.Update: if (equi != null) { //notify the gui equi.UpdateAllProps(); AnimateRow(DataGrids[game], equi); } break; case ServerChangeTypes.Remove: //remove from current list if (equi != null) { guiList.Remove(equi); } break; default: break; } }); }
public BF4_GUI_Server(IBFServerBase b) : base(b) { }
public BF_GUI_Server(IBFServerBase raw) { Raw = raw; Players = new GUI_PlayerList(raw.Players); Maps = new GUI_MapRotation(raw.MapRotation); }
public BF3_GUI_Server(IBFServerBase raw) : base(raw) { }