I’m working on making my first game using C# and XAML for Windows 8. I’m still learning the core concepts and best practices, and MVVM has been a hurdle. I’ll attempt to ask the question in two parts.
Background
The game I’m making is Sudoku. Sudoku has a board that contains a 9×9 grid of tiles. I have three models – Game, Board, and Tile. When a Game is created, it automatically creates a Board, and when the Board is created, it creates 81 (9×9) Tiles.
1. With a hierarchy of views, how are corresponding view models created?
To match the hierarchy of models, I would like to have a hierarchy of views (GameView contains a BoardView which contains 81 TileViews). In XAML, it’s pretty easy to create this hierarchy of views with user controls, but I don’t understand how the view models get created.
In the examples I’ve seen, the data context of a user control is often set to the view model (using the ViewModelLocator as a source) which creates a fresh instance of the view model. This seems to work well if you have a flat view, but also seems like it gets messy when you have a hierarchy. Does the GameView create a GameViewModel and leave it up to its BoardView child to create a BoardViewModel? If so, how does the GameViewModel communicate with the BoardViewModel? Can the BoardViewModel communicate back up the hierarchy to the GameViewModel?
2. How does a view model get model data?
In iOS, I would start by using a service to fetch a Game model that was pre-populated with data. I would then create a GameViewController view controller (which was in charge of creating the view) and pass the Game to it. In MVVM, I see the value in having a view be in charge of creating its own view model (ideally using a ViewModelLocator), but I don’t understand how that view model gets the model.
In all of the examples I’ve found online, the view model uses some service to fetch its own data. But I haven’t come across any example that accepts constructor params or params passed from a higher level of navigation. How is this done?
I don’t want to use an application resource or some other kind of singleton storage method for my model because, not that I do, but what if I wanted to display multiple puzzles on the screen at once? Each GameView should contain its own Game.
Not only does the GameViewModel need a reference to the Game model, but the BoardViewModel that was created somehow (see question 1) needs a reference to the Board model that belongs to the Game model. The same goes for all the Tiles. How is all this information passed down the chain? Can I do this much heavy lifting entirely within XAML, or am I going to have to do some sort of binding or other initialization in code?
Phew!
I appreciate any advice you can give, even if it’s not a full answer. I’m also keen to find any examples of MVVM projects that share similar challenges to my own. Thanks a ton!
I would start by creating a class to begin the application with. Typically I call that class something like
ApplicationViewModelorShellViewModel, even though technically it can abide by different rules than what I would typically use for aViewModelThis class gets instantiated at startup, and is the
DataContextfor theShellVieworApplicationViewThis is usually the only place I set a
DataContextfor a UI component directly. From this point on, your ViewModels are the application. Its important to keep this in mind when working with MVVM. Your Views are simply a user friendly interface that allows users to interact with the ViewModels. They’re not actually considered part of the application code.For example, your
ShellViewModelmay contain:BoardViewModel CurrentBoardUserViewModel CurrentUserICommand NewGameCommandICommand ExitCommandand your
ShellViewmight contain something like this:This will actually render your
BoardViewModelobject into the UI as theContentControl.Content. To specify how to draw yourBoardViewModel, you can either specify aDataTemplateinContentControl.ContentTemplate, or use implicitDataTemplates.An implicit DataTemplate is simply a
DataTemplatefor a class that doesn’t have anx:Keyassociated with it. WPF will use this template anytime it encounters an object of the specified class in the UI.So using
will mean that instead of drawing
it will draw
Now the
BoardViewcould contain something likeand it would draw a board using a 3×3
UniformGrid, with each cell containing the contents of yourSquaresarray. If yourBoardViewModel.Squaresproperty happened to be an array ofTileModelobjects, then each grid cell would contain aTileModel, and you could again use an implicitDataTemplateto tell WPF how to draw eachTileModelNow as for how your
ViewModelgets its actual data objects, that’s up to you. I prefer to abstract all data access behind a class such as aRepository, and have myViewModelsimply call something likeSodokuRepository.GetSavedGame(gameId);. It makes the application easy to test and maintain.However you get your data, keep in mind that the
ViewModelandModelsare your application, so they should be responsible for getting data. Don’t do that in theView. Personally I like keeping myModellayer for plain objects that hold data only, so only ever perform data access operations from my ViewModels.For communication between
ViewModels, I actually have an article on my blog about that. To summarize, use a messaging system such as Microsoft Prism’sEventAggregatoror MVVM Light’sMessenger. They work like a kind of paging system: any class can subscribe to receive messages of a specific type, and any class can broadcast messages.For example, your
ShellViewModelmight subscribe to receiveExitProgrammessages and close the application when it hears one, and you can broadcast anExitProgrammessage from anywhere in your application.I suppose another method would be to just attach handlers from one class to another, such as calling
CurrentBoardViewModel.ExitCommand += Exit;from theShellViewModel, but I find that messy and prefer using a messaging system.Anyways, I hope that answers some of your questions and will point you in the right direction. Goodluck with your project 🙂