/// <summary> /// Invoke the 'UpdateTable' event handler if it is set. /// </summary> /// <param name="arg">The event hadler argumentum.</param> private void OnUpdateTable(ReversiUpdateTableEventArgs arg) { if (UpdateTable != null) { UpdateTable(this, arg); } }
/// <summary> /// Model invoked this. The table needs update. /// </summary> /// <param name="sender">The model. We do not use this.</param> /// <param name="e">The data we need to update the talbe.</param> private void Model_UpdateTable(object sender, ReversiUpdateTableEventArgs e) { _saved = false; _saveMenuItemEnabled = true; OnPropertyChanged("SaveMenuItemEnabled"); _gamePoints = "Player 1: " + e.Player1Points + " -- Player 2: " + e.Player2Points; OnPropertyChanged("GamePoints"); _isPlayer1TurnOn = e.IsPlayer1TurnOn; _passButtonEnabled = e.IsPassingTurnOn; OnPropertyChanged("PassButtonEnabled"); if (e.UpdatedFieldsCount == 0) { _pauseButtonEnabled = true; OnPropertyChanged("PauseButtonEnabled"); _pauseText = "Pause"; OnPropertyChanged("PauseText"); SetButtonGridUp(); Int32 index = 0; for (Int32 x = 0; x < _model.ActiveTableSize; ++x) { for (Int32 y = 0; y < _model.ActiveTableSize; ++y) { UpdateCell(x, y, e.UpdatedFieldsDatas[index]); ++index; } } } else { for (Int32 i = 0; i < e.UpdatedFieldsCount; i += 3) { UpdateCell(e.UpdatedFieldsDatas[i], e.UpdatedFieldsDatas[i + 1], e.UpdatedFieldsDatas[i + 2]); } } }
private void model_UpdateTable(Object sender, ReversiUpdateTableEventArgs e) { _eventUpdateTableInvoked = true; if (!_simpleEvents) { _lastUpdateArg = e; updateStepsArray(); } }