I am developing a Windows Store apps game using WinRT Caliburn.Micro, and I am relying on the navigation framework.
I have view models for the game setup (define players) and the actual game. When navigating from the setup to the game, I want to pass the collection of players to the game view model. How can I do this?
Schematically, my view models currently look like this:
public class SetupGameViewModel : NavigationViewModelBase
{
public SetupGameViewModel(INavigationService ns) : base(ns) { }
public IObservableCollection<Player> Players { get; set; }
public void StartGame()
{
// This is as far as I've got...
base.NavigationService.NavigateToViewModel<GameViewModel>();
// How can I pass the Players collection from here to the GameViewModel?
}
}
public class GameViewModel : NavigationViewModelBase
{
public GameViewModel(INavigationService ns) : base(ns) { }
public ScoreBoardViewModel ScoreBoard { get; private set; }
public void InitializeScoreBoard(IEnumerable<Player> players)
{
ScoreBoard = new ScoreBoardViewModel(players);
}
}
Ideally, I would like to call InitializeScoreBoard
from within the GameViewModel
constructor, but as far as I have been able to tell it is not possible to pass the SetupGameViewModel.Players
collection to the GameViewModel
constructor.
The INavigationService.NavigateToViewModel<T>
(extension) method optionally takes an [object] parameter
argument, but this parameter does not seem to reach the view model constructor navigated to. And I cannot figure out how to explicitly call the GameViewModel.InitializeScoreBoard
method from the SetupGameViewModel.StartGame
method either, since the GameViewModel
has not been initialized at this stage.
OK, just putting it out there, Caliburn.Micro
has unified navigation for WP8 and WinRT:
NavigationService.UriFor<TargetViewModel>().WithParam(x => x.TargetProperty, ValueToPass).Navigate();
And you can chain WithParam
for multiple parameters. Now there are some constraints, not all types go through, I'm not quite sure what the exact reason for that is, but it has something to do how the navigation works in WinRT. There was a mention of it somewhere in Caliburn.Micro
discussion section.
Anyway, you can navigate this way. Don't rely on constructor though, It will call OnInitialize
and OnActivate
. So, just to cut it into the example:
NavigationService.UriFor<DetailsViewModel>().WithParam(x => x.Id, SelectedDetailsId).Navigate();
then in the DetailsViewModel
:
protected override void OnInitialize()
{
//Here you'll have Id property initialized to 'SelectedDetailsId' from the previous screen.
}
So, in pure theory, you could do:
NavigationService.UriFor<GameViewModel>().WithParam(x => x.Players, Players).Navigate();
in the setup and then:
public class GameViewModel
{
public GameViewModel(INavigationService ns) : base(ns)
{
//It would probably be good to initialize Players here to avoid null
}
public ScoreBoardViewModel ScoreBoard { get; private set; }
public IObservableCollection<Player> Players {get;set;}
protected void OnInitialize()
{
//If everything goes as expected, Players should be populated now.
ScoreBoard = new ScoreBoard(Players);
}
}
In practice though, I don't think that passing a complex construct like that (collection of classes etc) is going to work.
More primitive types work just fine (int
, string
, DateTime
etc., but e.g. URI
didn't work for me, was always null
), so worst-case scenario/workaround is, for example, to serialize the Players
list to a temp file before the navigation and pass the file path as string to deserialize in the GameViewModel
.
There are people more involved in the framework roaming the SO, they might give you more valuable insight.
In the end, I solved this by implementing a temporary event handler. It turned out that I could use the NavigateToViewModel<T>(object)
overload to pass the player collection.
From the Caliburn Micro discussion forum and MSDN documentation I get the impression that this approach is only guaranteed to work for "primitive" types, although in my scenario I have so far not detected any problems with it.
My SetupGameViewModel.StartGame
method is now implemented as follows:
public void StartGame()
{
base.NavigationService.Navigated += NavigationServiceOnNavigated;
base.NavigationService.NavigateToViewModel<GameViewModel>(Players);
base.NavigationService.Navigated -= NavigationServiceOnNavigated;
}
And the very temporarily attached NavigationServiceOnNavigated
event handler is implemented as follows:
private static void NavigationServiceOnNavigated(object sender, NavigationEventArgs args)
{
FrameworkElement view;
GameViewModel gameViewModel;
if ((view = args.Content as FrameworkElement) == null ||
(gameViewModel = view.DataContext as GameViewModel) == null) return;
gameViewModel.InitializeScoreBoard(args.Parameter as IEnumerable<Player>);
}
Not really the clean solution I had striven for, but at least it seems to work.
In Win Store Apps you can hand over complex objects between ViewModels with the help of the NavigationService. Only in Silverlight Apps you are restricted to objects which must be serializable to a string. This restriction does not exist in Win Store Apps.
In your case something like the following should work. In StartGame() the NavigationService is used to call the GameViewModel. The player list is handed over as a simple parameter. By convention this parameter will be assigned to a property Parameter of the destination ViewModel.
public class SetupGameViewModel : Screen
{
private readonly INavigationService _navigationService;
public MainPageViewModel(INavigationService navigationService)
{
_navigationService = navigationService;
}
public IObservableCollection<Player> Players { get; set; }
public void StartGame()
{
_navigationService.NavigateToViewModel<GameViewModel>(Players);
}
...
}
public class GameViewModel : Screen
{
private IObservableCollection<Player> _parameter;
public IObservableCollection<Player> Parameter
{
get { return _parameter; }
set
{
if (value.Equals(_parameter)) return;
_parameter = value;
NotifyOfPropertyChange(() => Parameter);
}
}
protected override void OnActivate()
{
// do something with the player list
// ...
}
...
}
More detailed information on this subject can be found here: http://wp.qmatteoq.com/using-caliburn-micro-with-universal-windows-app-navigation/