private void initializePresets() { // TODO: this should go into appropriate function _presets = this.Resources["model"] as PresetModel; if (_presets == null) { throw new NullReferenceException("Could not connect to the preset model"); } var loadedPresets = Preset.LoadPresets(); foreach (var loadedPreset in loadedPresets) { _presets.Presets.Add(loadedPreset); } // IF nothing was loaded, show defaults if (_presets.Presets.Count == 0) { Preset p1 = new Preset(); Preset p2 = new Preset(); // Make p1 a high performance preset p1.Name = "Low footprint"; p1.Framerate = 4; p1.AveragingParam = 3; // P2 should have appropriate names p2.Name = "High framerate"; p1.PropertyChanged += PresetPropertyChanged; p2.PropertyChanged += PresetPropertyChanged; _presets.Presets.Add(p1); // For now _presets.Presets.Add(p2); // For now p1.Save(); p2.Save(); } }
internal void ExecutePresetAction(string action) { Preset selectedPreset = presetList.SelectedItem as Preset; if (selectedPreset == null) { throw new InvalidOperationException("Unable to apply preset: Selected preset is invalid"); } if (action == "Save") { selectedPreset.Save(); } else if (action == "Duplicate") { Preset newPreset = new Preset(selectedPreset); newPreset.Name += " copy"; newPreset.Save(); _presets.Presets.Add(newPreset); } else if (action == "Remove") { _presets.Presets.Remove(selectedPreset); selectedPreset.Remove(); } }