public Trainer(GameInfo inf) { _gInformation = inf; _gInformation.Memory.DesiredAccess = Memory.AllAccess; Init(); }
public AlertRenderer(GameInfo gInformation, PreferenceManager pSettings, Process sc2Process) : base(gInformation, pSettings, sc2Process) { gInformation.NewMatch += gInformation_NewMatch; FillDictionary(); ShowCalled += AlertRenderer_ShowCalled; HideCalled += AlertRenderer_HideCalled; }
private Point _ptMousePosition = new Point(0, 0); //Position for the Moving of the Panel #endregion Fields #region Constructors /// <summary> /// Initializes a new instance of the <see cref="BaseRenderer" /> class. /// </summary> /// <param name="gInformation">The GameInfo reference to access the gamedata</param> /// <param name="pSettings">The Preference reference to get the information which data will be drawn</param> /// <param name="sc2Process">The Process- handle to check whenever a process is available or not</param> protected BaseRenderer(GameInfo gInformation, PreferenceManager pSettings, Process sc2Process) { GInformation = gInformation; PSettings = pSettings; PSc2Process = sc2Process; InitCode(); }
public ProductionRenderer(GameInfo gInformation, PreferenceManager pSettings, Process sc2Process) : base(gInformation, pSettings, sc2Process) { IsHiddenChanged += ProductionRenderer_IsHiddenChanged; }
public PersonalClockRenderer(GameInfo gInformation, PreferenceManager pSettings, Process sc2Process) : base(gInformation, pSettings, sc2Process) { }
public NewMainHandler() { _.Info("Initialize The UI", _.InfoImportance.VeryImportant); InitializeComponent(); Gameinfo = new GameInfo(); Gameinfo.CSleepTime = PSettings.PreferenceAll.Global.DataRefresh; Gameinfo.IterationPerSecondChanged += Gameinfo_IterationPerSecondChanged; Gameinfo.ProcessFound += Gameinfo_ProcessFound; Init(); OverlaysEventMapping(); LanguageStringEventMapping(); ControlsFill(); PluginsLocalLoadPlugins(); LoadContributers(); LaunchOnStartup(); _.Info("UI Initialization Successful", _.InfoImportance.VeryImportant); }
public WorkerCoachRenderer(GameInfo gInformation, PreferenceManager pSettings, Process sc2Process) : base(gInformation, pSettings, sc2Process) { }