public void SetInitialContext(UserInterfaceOutputFacade outputFacade, GameController gameController, TrackingManager trackingManager, TrackingResultProcessing trackingResultProcessing) { StateContext = new StateContext(null, outputFacade, gameController, trackingManager, trackingResultProcessing); var initialState = new NoGameRunningState(StateContext); StateContext.InternalState = initialState; }
public StateContext(IProgramState internalState, UserInterfaceOutputFacade outputFacade, GameController gameController, TrackingManager trackingManager, TrackingResultProcessing trackingResultProcessing) { InternalState = internalState; OutputFacade = outputFacade; GameController = gameController; TrackingManager = trackingManager; TrackingResultProcessing = trackingResultProcessing; }
public TrackingResultProcessing(UserInterfaceOutputFacade outputFacade, GameController gameController, IProgramState programState) { OutputFacade = outputFacade; GameController = gameController; ProgramState = programState; FpsCounter = new FPSCounter(); TrackningInProgress = false; AveragingQueue = new Queue <TimestampObject <TrackingState> >(); TimeOffset = DateTime.Now + TimeSpan.FromSeconds(1.5); }
public TrackingManager(UserInterfaceOutputFacade outputFacade, TrackingResultProcessing trackingResultProcessing, UserDefinedParametersPrototypeFactory userParameters, IProgramState programState) { OutputFacade = outputFacade; TrackingResultProcessing = trackingResultProcessing; ProgramState = programState; ProcessingCommandsQueue = new BlockingCollection <Message>(new ConcurrentQueue <Message>()); ProcessingOutputQueue = new BlockingCollection <Message>(new ConcurrentQueue <Message>()); InitPipelineThread(userParameters); }
public GameController(UserInterfaceOutputFacade outputFacade, IProgramState programState) { OutputFacade = outputFacade; ProgramState = programState; }