Ejemplo n.º 1
0
        private void invertCheckOrSelectAll(ItemChoices ic)
        {
            foreach (ListViewItem item in gameListView.Items)
            {
                switch (ic)
                {
                case ItemChoices.CHECKED:
                    item.Checked = !item.Checked;
                    break;

                case ItemChoices.SELECTED:
                    item.Selected = !item.Selected;
                    break;
                }
            }
        }
Ejemplo n.º 2
0
        ///// CHECK ITEMS /////
        private void checkOrSelectAll(ItemChoices checkOrSelect, bool checkOrSelectItems)
        {
            foreach (ListViewItem item in gameListView.Items)
            {
                switch (checkOrSelect)
                {
                case ItemChoices.CHECKED:
                    item.Checked = checkOrSelectItems;
                    break;

                case ItemChoices.SELECTED:
                    item.Selected = checkOrSelectItems;
                    break;
                }
            }
        }
Ejemplo n.º 3
0
        ///// REMOVE ITEMS /////
        private void removeItems(ItemChoices i)
        {
            DialogResult result = DialogResult.No;

            if (i == ItemChoices.CHECKED && CountCheckedItems() > 0)
            {
                result = MessageBox.Show("Are you sure you want to remove " +
                                         Utilities.Plural(CountCheckedItems(), "this item", "these items") +
                                         "?\n(Once you save the configuration, " +
                                         Utilities.Plural(CountCheckedItems(), "this item", "these items") +
                                         " will be lost.",
                                         "Remove?", MessageBoxButtons.YesNo);
            }
            if (i == ItemChoices.SELECTED && CountSelectedItems() > 0)
            {
                result = MessageBox.Show("Are you sure you want to remove " +
                                         Utilities.Plural(CountSelectedItems(), "this item", "these items") +
                                         "?\n(Once you save the configuration, " +
                                         Utilities.Plural(CountSelectedItems(), "this item", "these items") +
                                         " will be lost.",
                                         "Remove?", MessageBoxButtons.YesNo);
            }
            if (result == DialogResult.Yes)
            {
                foreach (ListViewItem item in gameListView.Items)
                {
                    switch (i)
                    {
                    case ItemChoices.CHECKED:
                        if (item.Checked)
                        {
                            gameListView.Items.Remove(item);
                        }
                        break;

                    case ItemChoices.SELECTED:
                        if (item.Selected)
                        {
                            gameListView.Items.Remove(item);
                        }
                        break;
                    }
                }
            }
        }
Ejemplo n.º 4
0
    public void HandleItemChoice(ItemChoices itemChoice, int itemSlotId)
    {
        switch (itemChoice)
        {
        case ItemChoices.Stick:
            StickSticker(
                (Script_Sticker)inventory.GetItemInSlot(itemSlotId),
                equipment,
                inventory,
                itemSlotId
                );
            break;

        case ItemChoices.Examine:
            Examine(
                (Script_Collectible)items.GetItemInSlot(itemSlotId)
                );
            break;

        case ItemChoices.Drop:
            Drop(items.GetItemInSlot(itemSlotId), itemSlotId);
            break;

        case ItemChoices.Use:
            Use(
                (Script_Usable)items.GetItemInSlot(itemSlotId), itemSlotId
                );
            /// DON'T EnterInventory() here in case we need to exit on successful use
            /// CutScene will exit for us
            break;

        /// Cancel handled here, Submenu Input Controller uses this
        default:
            HideItemChoices();
            EnterInventory();
            print("DEFAULT CASE");
            break;
        }
    }