void Element_Click(object sender, RoutedEventArgs e) { if (Element_State == GameElementState.Inactive) { Element_State = GameElementState.Checked; } }
void Element_RightClick(object sender, RoutedEventArgs e) { switch (Element_State) { case GameElementState.Inactive: Element_State = GameElementState.Flag; break; case GameElementState.Flag: Element_State = GameElementState.Inactive; break; } }
public GameElement(Grid Game_Field, int Row, int Column) { Element_Column = Column; Element_Row = Row; Element_State = GameElementState.Inactive; Element_isMine = false; neighbors = new List <GameElement>(); countNearbyMine = 0; Element_Ui = new Button(); Element_Ui.Width = Element_Ui.Height = GameSettings.Instance.GetUISize(); Grid.SetColumn(Element_Ui, Column); Grid.SetRow(Element_Ui, Row); Element_Ui.Click += new RoutedEventHandler(Element_Click); Element_Ui.MouseRightButtonDown += new MouseButtonEventHandler(Element_RightClick); Game_Field.Children.Add(Element_Ui); }