private void model_Moving(object sender, CancelMoveEventArgs e) { // no talking during loading if (isModelLoadingMoves) { return; } // say the move if it is engine turn if (oppInfo != null && oppInfo.AITurn) { synth.SpeakAsync(String.Format(moveSpeechTemplate, Utils.GetNotation(e.Move.From), Utils.GetNotation(e.Move.To))); } }
private void model_GoingBack(object sender, CancelMoveEventArgs e) { // do not allow any modifications to the game board during a move animation if (IsAnimating) { e.Cancel = true; return; } // select the piece which is about to move back if (piecePos != e.Move.To) { DrawSelection(e.Move.To); } }
private void model_GoingForward(object sender, CancelMoveEventArgs e) { // do not allow any modifications to the game board during a move animation if (IsAnimating) { e.Cancel = true; return; } // select the piece which is about to move if (piecePos != e.Move.From) { DrawSelection(e.Move.From); } showMoveAnimation = false; }
private void model_Moving(object sender, CancelMoveEventArgs e) { // model is loading the moves from a game, the board will be updated at the end if (isModelLoadingMoves) { return; } // do not allow any modifications to the game board during a move animation if (IsAnimating) { e.Cancel = true; return; } // select the piece which is about to move if (piecePos != e.Move.From) { DrawSelection(e.Move.From); } }
/// <summary> /// Raises the GoingBack event. /// </summary> /// <param name="e"></param> protected virtual void OnGoingBack(CancelMoveEventArgs e) { GoingBack?.Invoke(this, e); }
/// <summary> /// Raises the GoingForward event. /// </summary> /// <param name="e"></param> protected virtual void OnGoingForward(CancelMoveEventArgs e) { GoingForward?.Invoke(this, e); }
/// <summary> /// Raises the Moving event. /// </summary> /// <param name="e"></param> protected virtual void OnMoving(CancelMoveEventArgs e) { Moving?.Invoke(this, e); }