private void OnLoaded(object sen, RoutedEventArgs routedEventArgs)
{
this.Loaded -= OnLoaded;
_fadeIn = (Storyboard)Resources["ImageFadeIn"];
_fadeOut = (Storyboard)Resources["ImageFadeOut"];
// I think this is the thing that previews a card if you hover it.
cardViewer.Source = StringExtensionMethods.BitmapFromUri(new Uri(Program.GameEngine.Definition.CardSize.Back));
//if (Program.GameEngine.Definition.CardCornerRadius > 0)
cardViewer.Clip = new RectangleGeometry();
AddHandler(CardControl.CardHoveredEvent, new CardEventHandler(CardHovered));
AddHandler(CardRun.ViewCardModelEvent, new EventHandler<CardModelEventArgs>(ViewCardModel));
Loaded += (sender, args) => Keyboard.Focus(table);
// Solve various issues, like disabled menus or non-available keyboard shortcuts
GroupControl.groupFont = new FontFamily("Segoe UI");
GroupControl.fontsize = 12;
chat.output.FontFamily = new FontFamily("Segoe UI");
//chat.output.FontSize = Prefs.ChatFontSize;
chat.watermark.FontFamily = new FontFamily("Segoe UI");
UpdateFont();
Log.Info(string.Format("Checking if the loaded game has boosters for limited play."));
int setsWithBoosterCount = Program.GameEngine.Definition.Sets().Where(x => x.Packs.Count() > 0).Count();
Log.Info(string.Format("Found #{0} sets with boosters.", setsWithBoosterCount));
if (setsWithBoosterCount == 0)
{
LimitedGameMenuItem.Visibility = Visibility.Collapsed;
Log.Info("Hiding limited play in the menu.");
}
//SubTimer.Start();
if (!X.Instance.Debug)
{
// Show the Scripting console in dev only
if (Application.Current.Properties["ArbitraryArgName"] == null) return;
string fname = Application.Current.Properties["ArbitraryArgName"].ToString();
if (fname != "/developer") return;
}
}