private void UpdateDisplay() { _serverCombo.SelectedItem = Model.SelectedServerLabel; _customUrl.Text = Model.URL; _customUrl.Visible = Model.CustomUrlSelected; _customUrlLabel.Visible = Model.CustomUrlSelected; _accountName.Text = Model.AccountName; _password.Text = Model.Password; _projectId.Text = Model.ProjectId; _accountName.Visible = Model.NeedProjectDetails; _projectId.Visible = Model.NeedProjectDetails; _password.Visible = Model.NeedProjectDetails; _showCharacters.Visible = Model.NeedProjectDetails; _accountLabel.Visible = Model.NeedProjectDetails; _projectIdLabel.Visible = Model.NeedProjectDetails; _passwordLabel.Visible = Model.NeedProjectDetails; if (DisplayUpdated != null) { DisplayUpdated.Invoke(this, null); } }
/// <summary> /// Updates the LED display /// </summary> /// <param name="s">Module that sent the update command</param> /// <param name="ls">Array containing values for each LED in the strip</param> public void UpdateLEDDisplay(object s, Led[] ls, LightingMode mode) { if (updatingDisplay) { Console.WriteLine("SEVERE: UpdateLEDDisplay was called at the same time as an ongoing one"); return; } updatingDisplay = true; this.leds = ls; DisplayUpdated?.Invoke(this.leds, mode); SendData(mode); updatingDisplay = false; }
private void UpdateDisplay() { _username.Text = Model.Username; _password.Text = Model.Password; _checkRememberPassword.Checked = Model.RememberPassword; _customUrl.Text = Model.URL; _customUrl.Visible = _checkCustomUrl.Checked = Model.IsCustomUrl; _tlpLogIn.Visible = !Model.IsCustomUrl; _buttonLogIn.Enabled = Model.CanLogIn; _bandwidth.SelectedItem = Model.Bandwidth; _bandwidthLabel.Visible = _bandwidth.Visible = !Model.IsCustomUrl && Model.HasLoggedIn; _projectId.Text = Model.ProjectId; _projectIdLabel.Visible = _projectId.Visible = !Model.IsCustomUrl && Model.HasLoggedIn; DisplayUpdated?.Invoke(this, null); }
/// from there was can walk through the list linked list /// updating each and every game object image. /// when it gets to the end of the list it: /// - Checks if there are more nodes connected to it /// - If so it recursively goes in it and checks to see if it has more connected /// - Once it does not, it destroys that game object and returns /// and the objects do the same until it gets back to the begining /// <summary> /// /// </summary> /// <param name="playerHP"></param> public void UpdateHPPips(PlayerHealth playerHP) { pipLinkedList.UpdateNodes(playerHealth); DisplayUpdated.Invoke(pipLinkedList.Head); }
/// <summary> /// Updates the LED display /// </summary> /// <param name="s">Module that sent the update command</param> /// <param name="ls">Array containing values for each LED in the strip</param> public void UpdateLEDDisplay(object s, Led[] ls, LightingMode mode) { this.leds = ls; DisplayUpdated?.Invoke(this.leds, mode); SendData(mode); }
private void SendLedData(LEDFrame frame) { lightControllers.ForEach(controller => controller.SendData(frame)); DisplayUpdated?.Invoke(frame); }