public SceneControlData( TranslateSceneWidget translateWidg, RotateSceneWidget rotateWidg, TransformModeViewModel transformModeModel) { TransformActorModel = new TransformActorViewModel(); TranslateSceneWidget = translateWidg; RotateSceneWidget = rotateWidg; TranslateBindingEngine = new BindingEngine<TranslateSceneWidget, TransformActorViewModel>(TranslateSceneWidget, TransformActorModel) .Bind(tw => tw.Position, a => a.Position, BindingType.TwoWays) .Bind(tw => tw.Active, a => a.TranslateWidgetMode) .Bind(tw => tw.Visible, a => a.TranslateWidgetMode); RotateBindingEngine = new BindingEngine<RotateSceneWidget, TransformActorViewModel>(RotateSceneWidget, TransformActorModel) .Bind(tw => tw.Position, a => a.Position, BindingType.TwoWays) .Bind(tw => tw.Rotation, a => a.Rotation, BindingType.TwoWays) .Bind(tw => tw.Active, a => a.RotateWidgetMode) .Bind(tw => tw.Visible, a => a.RotateWidgetMode); _transformModeModel = transformModeModel; _transformModeModel.OnWidgetModeChanges += OnWidgetModeChanges; TransformActorModel.WidgetMode = _transformModeModel.WidgetMode; }
private void LoadedHandler(object sender, RoutedEventArgs e) { if (DesignerProperties.GetIsInDesignMode(this)) return; _game = new MyGame(PuppeteerEditor.Handle); _game.GameWorld.UpdateWorld = false; var controlArg = new ConstructorArgument( ApplicationProperties.IPuppeteerControllerGameWorldArgName, _game.GameWorld); PuppeteerController = DependencyInjectorHelper .PuppeteerKernel .Get<IPuppeteerController>(controlArg); //_puppeteerController.GameWorld = _game.GameWorld; PuppeteerController.PuppeteerControl = this; if (OnLoaded != null) OnLoaded(this); SelectBoneMode.IsChecked = true; _transformModeModel = DependencyInjectorHelper .PuppeteerKernel .Get<TransformModeViewModel>(); TranslateButton.DataContext = _transformModeModel; FreeMovementButton.DataContext = _transformModeModel; RotateButton.DataContext = _transformModeModel; ScaleButton.DataContext = _transformModeModel; _workingModesModel = DependencyInjectorHelper .PuppeteerKernel .Get<PuppeteerWorkingModesModel>(); SelectBoneMode.DataContext = _workingModesModel; SelectAssetMode.DataContext = _workingModesModel; AddBoneMode.DataContext = _workingModesModel; }