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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-12-25 19:46:50 -05:00

Detatched Core from Scenes

This commit is contained in:
Tim Sarbin 2018-11-26 18:18:23 -05:00
parent e4283e5f88
commit ba6455317f
15 changed files with 369 additions and 314 deletions

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@ -0,0 +1,7 @@
/*
* Hi there.
* Looking to register an object from Common into DI, are ya?
* Well don't. Go to the Slack channel and talk about it there.
* If you add an autofac module to this project, your PR will be
* rejected.
*/

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@ -0,0 +1,24 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
{
public delegate void OnActivateDelegate();
public delegate void OnToggleDelegate(bool isToggled);
public interface IButton : IDisposable
{
OnActivateDelegate OnActivate { get; set; }
bool Enabled { get; set; }
Point Location { get; set; }
OnToggleDelegate OnToggle { get; set; }
string Text { get; set; }
void Update();
void Render();
}
}

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@ -0,0 +1,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
{
public interface IMiniPanel : IDisposable
{
void Render();
void Update();
}
}

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@ -0,0 +1,17 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
{
public interface ITextBox : IDisposable
{
string Text { get; set; }
Point Location { get; set; }
void Render();
void Update(long ms);
}
}

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@ -70,11 +70,13 @@
</ItemGroup>
<ItemGroup>
<Compile Include="Attributes\SceneAttribute.cs" />
<Compile Include="AutofacModule.cs" />
<Compile Include="Enums\eButtonType.cs" />
<Compile Include="Enums\eHero.cs" />
<Compile Include="Enums\eLevelId.cs" />
<Compile Include="Enums\eMPQFormatVersion.cs" />
<Compile Include="Enums\eRenderCellType.cs" />
<Compile Include="Interfaces\IButton.cs" />
<Compile Include="Interfaces\IEngineDataManager.cs" />
<Compile Include="Interfaces\IFont.cs" />
<Compile Include="Interfaces\IGameEngine.cs" />
@ -82,6 +84,7 @@
<Compile Include="Interfaces\IKeyboardInfoProvider.cs" />
<Compile Include="Interfaces\ILabel.cs" />
<Compile Include="Interfaces\IMapEngine.cs" />
<Compile Include="Interfaces\IMiniPanel.cs" />
<Compile Include="Interfaces\IMPQProvider.cs" />
<Compile Include="Interfaces\IMusicProvider.cs" />
<Compile Include="Interfaces\IPaletteProvider.cs" />
@ -92,6 +95,7 @@
<Compile Include="Interfaces\ISceneManager.cs" />
<Compile Include="Interfaces\ISprite.cs" />
<Compile Include="Interfaces\IMouseInfoProvider.cs" />
<Compile Include="Interfaces\ITextBox.cs" />
<Compile Include="Interfaces\ITextDictionary.cs" />
<Compile Include="Interfaces\ITextLabel.cs" />
<Compile Include="Models\BitStream.cs" />

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@ -3,11 +3,6 @@ using OpenDiablo2.Common.Interfaces;
using OpenDiablo2.Core.GameState_;
using OpenDiablo2.Core.Map_Engine;
using OpenDiablo2.Core.UI;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Core
{
@ -19,15 +14,16 @@ namespace OpenDiablo2.Core
{
log.Info("Configuring OpenDiablo2.Core service implementations.");
builder.RegisterType<Button>().As<IButton>().InstancePerDependency();
builder.RegisterType<EngineDataManager>().As<IEngineDataManager>().SingleInstance();
builder.RegisterType<GameEngine>().AsImplementedInterfaces().SingleInstance();
builder.RegisterType<GameState>().As<IGameState>().SingleInstance();
builder.RegisterType<MapEngine>().As<IMapEngine>().SingleInstance();
builder.RegisterType<MiniPanel>().As<IMiniPanel>().InstancePerDependency();
builder.RegisterType<MPQProvider>().As<IMPQProvider>().SingleInstance();
builder.RegisterType<ResourceManager>().As<IResourceManager>().SingleInstance();
builder.RegisterType<TextDictionary>().As<ITextDictionary>().SingleInstance();
builder.RegisterType<Button>().AsSelf().InstancePerDependency(); // TODO: Never register as Self() if we aren't in common...
builder.RegisterType<TextBox>().AsSelf().InstancePerDependency(); // TODO: Never register as Self() if we aren't in common...
builder.RegisterType<GameState>().As<IGameState>().SingleInstance();
builder.RegisterType<EngineDataManager>().As<IEngineDataManager>().SingleInstance();
builder.RegisterType<MapEngine>().As<IMapEngine>().SingleInstance();
builder.RegisterType<TextBox>().As<ITextBox>().InstancePerDependency();
}
}
}

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@ -83,7 +83,7 @@
<Compile Include="TextDictionary.cs" />
<Compile Include="UI\Button.cs" />
<Compile Include="UI\TextBox.cs" />
<Compile Include="UI\Minipanel.cs" />
<Compile Include="UI\MiniPanel.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenDiablo2.Common\OpenDiablo2.Common.csproj">
@ -95,4 +95,4 @@
<None Include="packages.config" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>
</Project>

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@ -1,217 +1,214 @@
using OpenDiablo2.Common;
using OpenDiablo2.Common.Interfaces;
using OpenDiablo2.Common.Models;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Core.UI
{
public sealed class Button : IDisposable
{
private readonly IMouseInfoProvider mouseInfoProvider;
private readonly IRenderWindow renderWindow;
private readonly ButtonLayout buttonLayout;
public delegate void OnActivateDelegate();
public OnActivateDelegate OnActivate { get; set; }
public delegate void OnToggleDelegate(bool isToggled);
public OnToggleDelegate OnToggle { get; set; }
private Point location = new Point();
public Point Location
{
get => location;
set
{
location = value;
sprite.Location = value;
}
}
private int buttonWidth, buttonHeight;
private ISprite sprite;
private IFont font;
private ILabel label;
private bool pressed = false;
private bool active = false; // When true, button is actively being focus pressed
private bool activeLock = false; // When true, we have locked the mouse from everything else
private bool toggled = false;
private Point labelOffset = new Point();
private bool enabled = true;
public bool Enabled
{
get => enabled;
set
{
if (value == enabled)
return;
enabled = value;
sprite.Darken = !enabled;
}
}
private string text;
public string Text
{
get => text;
set
{
text = value;
UpdateText();
}
}
public Button(
ButtonLayout buttonLayout,
IRenderWindow renderWindow,
IMouseInfoProvider mouseInfoProvider
)
{
this.buttonLayout = buttonLayout;
this.renderWindow = renderWindow;
this.mouseInfoProvider = mouseInfoProvider;
font = renderWindow.LoadFont(ResourcePaths.FontExocet10, Palettes.Units);
label = renderWindow.CreateLabel(font);
sprite = renderWindow.LoadSprite(buttonLayout.ResourceName, buttonLayout.PaletteName);
// TODO: Less stupid way of doing this would be nice
buttonWidth = 0;
buttonHeight = 0;
for (int i = 0; i < buttonLayout.XSegments; i++)
{
sprite.Frame = i;
buttonWidth += sprite.LocalFrameSize.Width;
buttonHeight = Math.Max(buttonHeight, sprite.LocalFrameSize.Height);
}
}
public bool Toggle()
{
toggled = !toggled;
OnToggle?.Invoke(toggled);
return toggled;
}
public bool Toggle(bool isToggled)
{
using OpenDiablo2.Common;
using OpenDiablo2.Common.Interfaces;
using OpenDiablo2.Common.Models;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Core.UI
{
public sealed class Button : IButton
{
private readonly IMouseInfoProvider mouseInfoProvider;
private readonly IRenderWindow renderWindow;
private readonly ButtonLayout buttonLayout;
public OnActivateDelegate OnActivate { get; set; }
public OnToggleDelegate OnToggle { get; set; }
private Point location = new Point();
public Point Location
{
get => location;
set
{
location = value;
sprite.Location = value;
}
}
private int buttonWidth, buttonHeight;
private ISprite sprite;
private IFont font;
private ILabel label;
private bool pressed = false;
private bool active = false; // When true, button is actively being focus pressed
private bool activeLock = false; // When true, we have locked the mouse from everything else
private bool toggled = false;
private Point labelOffset = new Point();
private bool enabled = true;
public bool Enabled
{
get => enabled;
set
{
if (value == enabled)
return;
enabled = value;
sprite.Darken = !enabled;
}
}
private string text;
public string Text
{
get => text;
set
{
text = value;
UpdateText();
}
}
public Button(
ButtonLayout buttonLayout,
IRenderWindow renderWindow,
IMouseInfoProvider mouseInfoProvider
)
{
this.buttonLayout = buttonLayout;
this.renderWindow = renderWindow;
this.mouseInfoProvider = mouseInfoProvider;
font = renderWindow.LoadFont(ResourcePaths.FontExocet10, Palettes.Units);
label = renderWindow.CreateLabel(font);
sprite = renderWindow.LoadSprite(buttonLayout.ResourceName, buttonLayout.PaletteName);
// TODO: Less stupid way of doing this would be nice
buttonWidth = 0;
buttonHeight = 0;
for (int i = 0; i < buttonLayout.XSegments; i++)
{
sprite.Frame = i;
buttonWidth += sprite.LocalFrameSize.Width;
buttonHeight = Math.Max(buttonHeight, sprite.LocalFrameSize.Height);
}
}
public bool Toggle()
{
toggled = !toggled;
OnToggle?.Invoke(toggled);
return toggled;
}
public bool Toggle(bool isToggled)
{
if(toggled != isToggled)
{
OnToggle?.Invoke(isToggled);
toggled = isToggled;
}
return isToggled;
}
public void Update()
{
if (!enabled)
{
// Prevent sticky locks
if (activeLock && mouseInfoProvider.ReserveMouse)
{
activeLock = false;
mouseInfoProvider.ReserveMouse = false;
}
active = false;
return;
}
var hovered = (mouseInfoProvider.MouseX >= location.X && mouseInfoProvider.MouseX < (location.X + buttonWidth))
&& (mouseInfoProvider.MouseY >= location.Y && mouseInfoProvider.MouseY < (location.Y + buttonHeight));
if (!activeLock && hovered && mouseInfoProvider.LeftMouseDown && !mouseInfoProvider.ReserveMouse)
{
// The button is being pressed down
mouseInfoProvider.ReserveMouse = true;
active = true;
}
else if (active && !mouseInfoProvider.LeftMouseDown)
{
mouseInfoProvider.ReserveMouse = false;
active = false;
if (hovered)
{
OnActivate?.Invoke();
if (buttonLayout.Toggleable)
{
Toggle();
}
}
}
else if (!active && mouseInfoProvider.LeftMouseDown)
{
activeLock = true;
}
else if (activeLock && !mouseInfoProvider.LeftMouseDown)
{
activeLock = false;
}
pressed = (hovered && mouseInfoProvider.LeftMouseDown && active);
}
public void Render()
{
var frame = buttonLayout.BaseFrame;
if(toggled && pressed)
{
frame = buttonLayout.BaseFrame + 3;
}
else if(pressed)
{
frame = buttonLayout.BaseFrame + 1;
}
else if(toggled)
{
frame = buttonLayout.BaseFrame + 2;
}
renderWindow.Draw(sprite, buttonLayout.XSegments, 1, frame);
var offset = pressed ? -2 : 0;
label.Location = new Point(location.X + offset + labelOffset.X, location.Y - offset + labelOffset.Y);
renderWindow.Draw(label);
}
private void UpdateText()
{
label.Text = text;
label.TextColor = Color.FromArgb(75, 75, 75);
var offsetX = (buttonWidth / 2) - (label.TextArea.Width / 2);
labelOffset = new Point(offsetX, -5);
}
public void Dispose()
{
sprite.Dispose();
font.Dispose();
label.Dispose();
}
}
}
}
return isToggled;
}
public void Update()
{
if (!enabled)
{
// Prevent sticky locks
if (activeLock && mouseInfoProvider.ReserveMouse)
{
activeLock = false;
mouseInfoProvider.ReserveMouse = false;
}
active = false;
return;
}
var hovered = (mouseInfoProvider.MouseX >= location.X && mouseInfoProvider.MouseX < (location.X + buttonWidth))
&& (mouseInfoProvider.MouseY >= location.Y && mouseInfoProvider.MouseY < (location.Y + buttonHeight));
if (!activeLock && hovered && mouseInfoProvider.LeftMouseDown && !mouseInfoProvider.ReserveMouse)
{
// The button is being pressed down
mouseInfoProvider.ReserveMouse = true;
active = true;
}
else if (active && !mouseInfoProvider.LeftMouseDown)
{
mouseInfoProvider.ReserveMouse = false;
active = false;
if (hovered)
{
OnActivate?.Invoke();
if (buttonLayout.Toggleable)
{
Toggle();
}
}
}
else if (!active && mouseInfoProvider.LeftMouseDown)
{
activeLock = true;
}
else if (activeLock && !mouseInfoProvider.LeftMouseDown)
{
activeLock = false;
}
pressed = (hovered && mouseInfoProvider.LeftMouseDown && active);
}
public void Render()
{
var frame = buttonLayout.BaseFrame;
if(toggled && pressed)
{
frame = buttonLayout.BaseFrame + 3;
}
else if(pressed)
{
frame = buttonLayout.BaseFrame + 1;
}
else if(toggled)
{
frame = buttonLayout.BaseFrame + 2;
}
renderWindow.Draw(sprite, buttonLayout.XSegments, 1, frame);
var offset = pressed ? -2 : 0;
label.Location = new Point(location.X + offset + labelOffset.X, location.Y - offset + labelOffset.Y);
renderWindow.Draw(label);
}
private void UpdateText()
{
label.Text = text;
label.TextColor = Color.FromArgb(75, 75, 75);
var offsetX = (buttonWidth / 2) - (label.TextArea.Width / 2);
labelOffset = new Point(offsetX, -5);
}
public void Dispose()
{
sprite.Dispose();
font.Dispose();
label.Dispose();
}
}
}

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@ -1,44 +1,44 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenDiablo2.Common;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenDiablo2.Common;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Interfaces;
namespace OpenDiablo2.Core.UI
{
// TODO: Allow to set Minipanel.buttons.character.OnAction or similar for button delegates
public sealed class Minipanel : IDisposable
{
private readonly IRenderWindow renderWindow;
private ISprite sprite;
private Button characterBtn, inventoryBtn, skillBtn, automapBtn, messageBtn, questBtn, menuBtn;
private Point location = new Point();
public Point Location
{
get => location;
set
{
if (location == value)
return;
location = value;
sprite.Location = new Point(value.X, value.Y + sprite.LocalFrameSize.Height);
}
}
public Minipanel(IRenderWindow renderWindow, Func<eButtonType, Button> createButton)
{
this.renderWindow = renderWindow;
sprite = renderWindow.LoadSprite(ResourcePaths.MinipanelSmall, Palettes.Units);
Location = new Point(800/2-sprite.LocalFrameSize.Width/2, 526);
using OpenDiablo2.Common.Interfaces;
namespace OpenDiablo2.Core.UI
{
// TODO: Allow to set Minipanel.buttons.character.OnAction or similar for button delegates
public sealed class MiniPanel : IMiniPanel
{
private readonly IRenderWindow renderWindow;
private ISprite sprite;
private IButton characterBtn, inventoryBtn, skillBtn, automapBtn, messageBtn, questBtn, menuBtn;
private Point location = new Point();
public Point Location
{
get => location;
set
{
if (location == value)
return;
location = value;
sprite.Location = new Point(value.X, value.Y + sprite.LocalFrameSize.Height);
}
}
public MiniPanel(IRenderWindow renderWindow, Func<eButtonType, IButton> createButton)
{
this.renderWindow = renderWindow;
sprite = renderWindow.LoadSprite(ResourcePaths.MinipanelSmall, Palettes.Units);
Location = new Point(800/2-sprite.LocalFrameSize.Width/2, 526);
characterBtn = createButton(eButtonType.MinipanelCharacter);
characterBtn.Location = new Point(3 + Location.X, 3 + Location.Y);
@ -49,44 +49,44 @@ namespace OpenDiablo2.Core.UI
skillBtn.Location = new Point(45 + Location.X, 3 + Location.Y);
automapBtn = createButton(eButtonType.MinipanelAutomap);
automapBtn.Location = new Point(66 + Location.X, 3 + Location.Y);
automapBtn.Location = new Point(66 + Location.X, 3 + Location.Y);
messageBtn = createButton(eButtonType.MinipanelMessage);
messageBtn.Location = new Point(87 + Location.X, 3 + Location.Y);
questBtn = createButton(eButtonType.MinipanelQuest);
questBtn.Location = new Point(108 + Location.X, 3 + Location.Y);
questBtn.Location = new Point(108 + Location.X, 3 + Location.Y);
menuBtn = createButton(eButtonType.MinipanelMenu);
menuBtn.Location = new Point(129 + Location.X, 3 + Location.Y);
}
public void Update()
{
menuBtn.Location = new Point(129 + Location.X, 3 + Location.Y);
}
public void Update()
{
characterBtn.Update();
inventoryBtn.Update();
skillBtn.Update();
automapBtn.Update();
automapBtn.Update();
messageBtn.Update();
questBtn.Update();
menuBtn.Update();
}
public void Render()
{
renderWindow.Draw(sprite);
questBtn.Update();
menuBtn.Update();
}
public void Render()
{
renderWindow.Draw(sprite);
characterBtn.Render();
inventoryBtn.Render();
skillBtn.Render();
automapBtn.Render();
automapBtn.Render();
messageBtn.Render();
questBtn.Render();
menuBtn.Render();
}
questBtn.Render();
menuBtn.Render();
}
public void Dispose()
{
characterBtn.Dispose();
@ -98,6 +98,6 @@ namespace OpenDiablo2.Core.UI
menuBtn.Dispose();
sprite.Dispose();
}
}
}
}
}
}

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@ -9,7 +9,7 @@ using OpenDiablo2.Common.Interfaces;
namespace OpenDiablo2.Core.UI
{
public sealed class TextBox
public sealed class TextBox : ITextBox
{
private readonly IRenderWindow renderWindow;
private ISprite sprite;
@ -97,5 +97,10 @@ namespace OpenDiablo2.Core.UI
if (frameTime < 0.5)
renderWindow.Draw(linebar);
}
public void Dispose()
{
}
}
}

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@ -8,8 +8,6 @@ using OpenDiablo2.Common;
using OpenDiablo2.Common.Attributes;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Interfaces;
using OpenDiablo2.Core.GameState_;
using OpenDiablo2.Core.UI;
namespace OpenDiablo2.Scenes
{
@ -28,9 +26,9 @@ namespace OpenDiablo2.Scenes
private ISprite panelSprite, healthManaSprite, gameGlobeOverlapSprite;
private Minipanel minipanel;
private IMiniPanel minipanel;
private bool showMinipanel = false;
private Button runButton, menuButton;
private IButton runButton, menuButton;
public Game(
IRenderWindow renderWindow,
@ -38,7 +36,8 @@ namespace OpenDiablo2.Scenes
IMapEngine mapEngine,
IGameState gameState,
IKeyboardInfoProvider keyboardInfoProvider,
Func<eButtonType, Button> createButton
Func<eButtonType, IButton> createButton,
Func<IMiniPanel> createMiniPanel
)
{
this.renderWindow = renderWindow;
@ -52,7 +51,7 @@ namespace OpenDiablo2.Scenes
healthManaSprite = renderWindow.LoadSprite(ResourcePaths.HealthMana, Palettes.Act1);
gameGlobeOverlapSprite = renderWindow.LoadSprite(ResourcePaths.GameGlobeOverlap, Palettes.Act1);
minipanel = new Minipanel(renderWindow, createButton);
minipanel = createMiniPanel();
// Maybe? Not sure.
// miniPanel.OnMenuActivate();

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@ -3,7 +3,6 @@ using OpenDiablo2.Common.Attributes;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Interfaces;
using OpenDiablo2.Common.Models;
using OpenDiablo2.Core.UI;
using System;
using System.Collections.Generic;
using System.Drawing;
@ -30,7 +29,7 @@ namespace OpenDiablo2.Scenes
private ISprite backgroundSprite, diabloLogoLeft, diabloLogoRight, diabloLogoLeftBlack, diabloLogoRightBlack;
private IFont labelFont;
private ILabel versionLabel, urlLabel;
private Button btnSinglePlayer, btnExit, btnWebsite;
private IButton btnSinglePlayer, btnExit, btnWebsite;
public MainMenu(
IRenderWindow renderWindow,
@ -40,7 +39,7 @@ namespace OpenDiablo2.Scenes
IMusicProvider musicProvider,
ISceneManager sceneManager,
IResourceManager resourceManager,
Func<eButtonType, Button> createButton,
Func<eButtonType, IButton> createButton,
Func<string, IScene> getScene // Temporary until SDL load functions are sped up
)
{

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@ -60,10 +60,6 @@
<Project>{b743160e-a0bb-45dc-9998-967a85e50562}</Project>
<Name>OpenDiablo2.Common</Name>
</ProjectReference>
<ProjectReference Include="..\OpenDiablo2.Core\OpenDiablo2.Core.csproj">
<Project>{8FC6BF7D-835A-47C1-A6B2-125495FA0900}</Project>
<Name>OpenDiablo2.Core</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />

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@ -2,13 +2,10 @@
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenDiablo2.Common;
using OpenDiablo2.Common.Attributes;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Interfaces;
using OpenDiablo2.Core.UI;
namespace OpenDiablo2.Scenes
{
@ -52,8 +49,8 @@ namespace OpenDiablo2.Scenes
private ISprite backgroundSprite, campfireSprite;
private IFont headingFont, heroDescFont, uiFont;
private ILabel headingLabel, heroClassLabel, heroDesc1Label, heroDesc2Label, heroDesc3Label, characterNameLabel;
private Button exitButton, okButton;
private TextBox characterNameTextBox;
private IButton exitButton, okButton;
private ITextBox characterNameTextBox;
private Dictionary<eHero, HeroRenderInfo> heroRenderInfo = new Dictionary<eHero, HeroRenderInfo>();
public SelectHeroClass(
@ -63,8 +60,8 @@ namespace OpenDiablo2.Scenes
IMouseInfoProvider mouseInfoProvider,
IMusicProvider musicProvider,
ISceneManager sceneManager,
Func<eButtonType, Button> createButton,
Func<TextBox> createTextBox,
Func<eButtonType, IButton> createButton,
Func<ITextBox> createTextBox,
ITextDictionary textDictionary,
IKeyboardInfoProvider keyboardInfoProvider,
IGameState gameState

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@ -66,10 +66,10 @@ namespace OpenDiablo2
return (sceneName) => componentContext.ResolveKeyed<IScene>(sceneName);
});
containerBuilder.Register<Func<eButtonType, Button>>(c =>
containerBuilder.Register<Func<eButtonType, IButton>>(c =>
{
var componentContext = c.Resolve<IComponentContext>();
return (buttonType) => componentContext.Resolve<Button>(new NamedParameter("buttonLayout", ButtonLayout.Values[buttonType]));
return (buttonType) => componentContext.Resolve<IButton>(new NamedParameter("buttonLayout", ButtonLayout.Values[buttonType]));
});
/* Uncomment the below if we support multiple textbox types