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C# MVVM灯光绑定路径不工作_C#_Wpf_Mvvm - Fatal编程技术网

C# MVVM灯光绑定路径不工作

C# MVVM灯光绑定路径不工作,c#,wpf,mvvm,C#,Wpf,Mvvm,我试图绑定一个变量以显示在标签的内容中。 我使用Galasoft的MVVM light来实现这一点。 我发送我的视图模型、我的窗口和我的窗口.cs。问题是,当我增加值时,不会发生任何事情,但应该会发生一些事情 窗口:我只绑定了一个标签 <Window x:Class="DPCKOU_prog3hf_pong.Settings" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x=

我试图绑定一个变量以显示在标签的内容中。 我使用Galasoft的MVVM light来实现这一点。 我发送我的
视图模型
、我的
窗口
和我的
窗口.cs
。问题是,当我增加值时,不会发生任何事情,但应该会发生一些事情

窗口:我只绑定了一个标签

<Window x:Class="DPCKOU_prog3hf_pong.Settings"
    xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
    xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
    xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
    xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
    xmlns:local="clr-namespace:DPCKOU_prog3hf_pong"
    mc:Ignorable="d"
    Title="Settings" Height="406" Width="717"
    Background="{StaticResource MainMenuBG}"
    ResizeMode="NoResize"
    WindowStartupLocation="CenterScreen"
    >
<Grid>
    <StackPanel>
        <Label x:Name="Title" HorizontalContentAlignment="Center" HorizontalAlignment="Stretch" 
               Foreground="#00e4ff" FontSize ="28" Content="Size of pad"
               Margin="10,30,10,10">
            <Label.BitmapEffect>
                <DropShadowBitmapEffect Color="#00e4ff" ShadowDepth="0" Opacity="1"/>
            </Label.BitmapEffect>
        </Label>
        <Label x:Name="Size" HorizontalContentAlignment="Center" HorizontalAlignment="Stretch" 
               Foreground="#00e4ff" FontSize ="40" Content="{Binding Path=PadSize}"
               Margin="10,0,10,10">
            <Label.BitmapEffect>
                <DropShadowBitmapEffect Color="#00e4ff" ShadowDepth="0" Opacity="1"/>
            </Label.BitmapEffect>
        </Label>
        <DockPanel>
            <Button x:Name="Increase" Content="Increase" HorizontalAlignment="Left"
            Width="149" Height="46" Foreground="#00e4ff" Background="Black" Margin="120,10,10,10"
            FontSize="18" BorderThickness="0" Click="Increase_Click">
                <Button.BitmapEffect>
                    <DropShadowBitmapEffect Color="#00e4ff" ShadowDepth="0" Opacity="1"/>
                </Button.BitmapEffect>
            </Button>
            <Button x:Name="Decrease" Content="Decrease" HorizontalAlignment="Right"
            Width="149" Height="46" Foreground="#00e4ff" Background="Black" Margin="10,10,120,10"
            FontSize="18" BorderThickness="0" Click="Decrease_Click">
                <Button.BitmapEffect>
                    <DropShadowBitmapEffect Color="#00e4ff" ShadowDepth="0" Opacity="1"/>
                </Button.BitmapEffect>
            </Button>
        </DockPanel>
        <Button x:Name="Play" Content="Play" HorizontalAlignment="Center"
            Width="149" Height="46" Foreground="#00e4ff" Background="Black" Margin="10,10,10,10"
            FontSize="18" BorderThickness="0" Click="Play_Click">
            <Button.BitmapEffect>
                <DropShadowBitmapEffect Color="#00e4ff" ShadowDepth="0" Opacity="1"/>
            </Button.BitmapEffect>
        </Button>
        <Button x:Name="Back" Content="Back" HorizontalAlignment="Center"
            Width="149" Height="46" Foreground="#00e4ff" Background="Black" Margin="10,10,10,10"
            FontSize="18" BorderThickness="0" Click="Back_Click">
            <Button.BitmapEffect>
                <DropShadowBitmapEffect Color="#00e4ff" ShadowDepth="0" Opacity="1"/>
            </Button.BitmapEffect>
        </Button>
    </StackPanel>
</Grid>
窗口.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using GalaSoft.MvvmLight;

namespace DPCKOU_prog3hf_pong
{
    class SettingsVM : ViewModelBase
    {
        int padSize;
        public int PadSize
        {
            get
            {
                return padSize;
            }
            set
            {
                if(value >=1 && value <= 6)
                {
                    Set(ref padSize, value);
                }
            }
        }
        public SettingsVM()
        {
            padSize = 1;

        }
    }
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Shapes;
using GalaSoft.MvvmLight;

namespace DPCKOU_prog3hf_pong
{
    /// <summary>
    /// Interaction logic for SingleSettings.xaml
    /// </summary>
    ///        
     /*
    * take it 100 pixels is the 4 units of the pad's size respectively.
    * so 25 shall be 1 and that is the default value one can input.
    * the player can input pad size from 1 to 6 meaning from 25 pixels     to 150.
 */

public partial class Settings : Window
{
    /*
     * its sole purpose is to change the pad size.
     */
    SettingsVM svm;
    bool isPlaymodeSingle;
    public Settings(bool isPlaymodeSingle)
    {
        InitializeComponent();
        this.isPlaymodeSingle = isPlaymodeSingle;
        svm = new SettingsVM();
    }

    private void Play_Click(object sender, RoutedEventArgs e)
    {
        if (isPlaymodeSingle)
        {
            //yes, solo
            SinglePlayer spgame = new SinglePlayer();
            spgame.Show();
            Close();
            /*
             * show the game window and close this.
             */ 
        }
        else
        {
            //nope, multi.

        }
    }

    private void Decrease_Click(object sender, RoutedEventArgs e)
    {
        svm.PadSize--;
    }

    private void Increase_Click(object sender, RoutedEventArgs e)
    {
        svm.PadSize++;
    }

    private void Back_Click(object sender, RoutedEventArgs e)
    {
        MainWindow mw = new MainWindow();
        mw.Show();
        Close();
    }


}
}
使用系统;
使用System.Collections.Generic;
使用System.Linq;
使用系统文本;
使用System.Threading.Tasks;
使用System.Windows;
使用System.Windows.Controls;
使用System.Windows.Data;
使用System.Windows.Documents;
使用System.Windows.Input;
使用System.Windows.Media;
使用System.Windows.Media.Imaging;
使用System.Windows.Shapes;
使用GalaSoft.MvvmLight;
命名空间DPCKOU_prog3hf_pong
{
/// 
///SingleSettings.xaml的交互逻辑
/// 
///        
/*
*假设100像素分别是焊盘大小的4个单位。
*所以25应该是1,这是可以输入的默认值。
*播放器可以输入1到6的键盘大小,即25到150像素。
*/
公共部分类设置:窗口
{
/*
*其唯一目的是改变焊盘尺寸。
*/
设置支持向量机;
bool-isPlaymodeSingle;
公共设置(bool isPlaymodeSingle)
{
初始化组件();
this.isPlaymodeSingle=isPlaymodeSingle;
svm=新设置svm();
}
私有无效播放\单击(对象发送者,路由目标e)
{
如果(isPlaymodeSingle)
{
//是的,索洛
单人游戏spgame=新单人游戏();
spgame.Show();
Close();
/*
*显示游戏窗口并关闭此窗口。
*/ 
}
其他的
{
//不,是多重的。
}
}
私有无效减少\u单击(对象发送者,路由目标e)
{
svm.PadSize--;
}
私有无效增加\单击(对象发送者,路由目标e)
{
PadSize++;
}
私有无效返回\u单击(对象发送者,路由目标e)
{
主窗口mw=新的主窗口();
mw.Show();
Close();
}
}
}
您忘记设置窗口的位置

例如,您可以在Settings类的构造函数中执行此操作:

public Settings(bool isPlaymodeSingle)
{
    InitializeComponent();
    this.isPlaymodeSingle = isPlaymodeSingle;
    svm = new SettingsVM();

    DataContext = svm; // here
}
你忘了设置窗户的高度

例如,您可以在Settings类的构造函数中执行此操作:

public Settings(bool isPlaymodeSingle)
{
    InitializeComponent();
    this.isPlaymodeSingle = isPlaymodeSingle;
    svm = new SettingsVM();

    DataContext = svm; // here
}

显然,您从未设置窗口的DataContext。添加
DataContext=svm到设置构造函数。你不是当时的英雄吗:它成功了。您可能希望将其转换为答案,以便我可以接受。显然,您从未设置窗口的DataContext。添加
DataContext=svm到设置构造函数。你不是当时的英雄吗:它成功了。你可能想把它转换成一个答案,这样我就可以接受了。