// Define grid layout for this screen private void DesignScreenLayout() { // 30 rows exist in the deafult grid, so get the default height int defaultHeight = Screen.defaultRowHeight; // Divide screen height (24 rows of size defaultHeight pixels) into four rows _screen.AddRow(8 * defaultHeight); // row 0 _screen.AddRow(8 * defaultHeight); // row 1 _screen.AddRow(8 * defaultHeight); // row 2 _screen.AddFinalRow(); // row 2 // Divide screen width within rows into columns (there are 12 column units to divide) // Add columns to row #1 (index 0) _screen.AddColumn(0, 4); // back button goes here _screen.AddColumn(0, 4); _screen.AddColumn(0, 4); // Add columns to row #2 (index 1) _screen.AddColumn(1, 4); _screen.AddColumn(1, 4); // Text can go here _screen.AddColumn(1, 4); _screen.AddColumn(2, 4); _screen.AddColumn(2, 4); // Text can go here _screen.AddColumn(2, 4); }
// Define grid layout for this screen private void DesignScreenLayout() { // 30 rows exist in the deafult grid, so get the default height int defaultHeight = Screen.defaultRowHeight; // Divide screen height (24 rows of size defaultHeight pixels) into four rows _screen.AddRow(2 * defaultHeight); // row 0 _screen.AddRow(16 * defaultHeight); // row 1 sprite _screen.AddRow(4 * defaultHeight); // row 2 items _screen.AddFinalRow(); // row 3 instructions // Divide screen width within rows into columns (there are 12 column units to divide) // Add columns to row #1 (index 0) _screen.AddColumn(0, 4); // back button goes here _screen.AddColumn(0, 8); //title // Add columns to row #2 (index 1) sprite _screen.AddColumn(1, 12); // Add columns to row #3 (index 2) items _screen.AddColumn(2, 4); //mask _screen.AddColumn(2, 4); //hat _screen.AddColumn(2, 4); //stethoscope // Add columns to row #4 (index 3) instructions _screen.AddColumn(3, 12); }
// Define grid layout for this screen private void DesignScreenLayout() { // 24 rows exist in the deafult grid, so get the default height int defaultHeight = Screen.defaultRowHeight; // Divide screen height (24 rows of size defaultHeight pixels) into four rows _screen.AddRow(2 * defaultHeight); // row 0 _screen.AddRow(8 * defaultHeight); // row 1 buttons go here _screen.AddRow(1 * defaultHeight); // row 2 _screen.AddRow(8 * defaultHeight); // row 3 buttons go here _screen.AddRow(2 * defaultHeight); // row 4 _screen.AddFinalRow(); // row 5 // Divide screen width within rows into columns (there are 12 column units to divide) // Add columns to row #2 (index 1) _screen.AddColumn(1, 2); _screen.AddColumn(1, 4); // One button goes here (col 1) _screen.AddColumn(1, 4); // one button goes here (col 2) _screen.AddColumn(1, 2); // Add columns to row #3 (index 2) _screen.AddColumn(3, 2); _screen.AddColumn(3, 4); // one button goes here (col 1) _screen.AddColumn(3, 4); // one button goes here (col 2) _screen.AddColumn(3, 2); }
// Define grid layout for this screen private void DesignScreenLayout() { // 30 rows exist in the deafult grid, so get the default height int defaultHeight = Screen.defaultRowHeight; // Divide screen height (24 rows of size defaultHeight pixels) into five rows #region Rows _screen.AddRow(2 * defaultHeight); // 0 row for instruction _screen.AddRow(4 * defaultHeight); // 1 row for spacing _screen.AddRow(2 * defaultHeight); // 2 row for first button _screen.AddRow(1 * defaultHeight); // 3 row for spacing _screen.AddRow(2 * defaultHeight); // 4 row for second button _screen.AddRow(1 * defaultHeight); // 5 row for spacing _screen.AddRow(2 * defaultHeight); // 6 row for third button _screen.AddRow(1 * defaultHeight); // 7 row for spacing _screen.AddRow(2 * defaultHeight); // 8 row for fourth button _screen.AddRow(1 * defaultHeight); // 9 row for spacing _screen.AddFinalRow(); // 6 final row for spacing #endregion // Divide screen width within rows into columns (there are 12 column units to divide) #region Columns // Add columns to rows with buttons _screen.AddColumn(2, 2); _screen.AddColumn(2, 8); // First button goes here _screen.AddColumn(2, 2); _screen.AddColumn(4, 2); _screen.AddColumn(4, 8); // Second button goes here _screen.AddColumn(4, 2); _screen.AddColumn(6, 2); _screen.AddColumn(6, 8); // Third button goes here _screen.AddColumn(6, 2); _screen.AddColumn(8, 2); _screen.AddColumn(8, 8); // Third button goes here _screen.AddColumn(8, 2); #endregion }
// Define grid layout for this screen private void DesignScreenLayout() { // 30 rows exist in the deafult grid, so get the default height int defaultHeight = Screen.defaultRowHeight; // Divide screen height (24 rows of size defaultHeight pixels) into four rows _screen.AddRow(2 * defaultHeight); // row 0 title /back button _screen.AddRow(8 * defaultHeight); // row 1 row one of shopitems _screen.AddRow(1 * defaultHeight); // row 2 prices _screen.AddRow(8 * defaultHeight); // row 3 row two of shop items _screen.AddRow(2 * defaultHeight); // row 4 prices _screen.AddFinalRow(); // row 5 insturction line // Divide screen width within rows into columns (there are 12 column units to divide) // Add columns to row #1 (index 0) _screen.AddColumn(0, 4); // back button goes here _screen.AddColumn(0, 4); _screen.AddColumn(0, 4); // Add columns to row #2 (index 1) _screen.AddColumn(1, 4); _screen.AddColumn(1, 4); // Text can go here _screen.AddColumn(1, 4); // Add columns to row #3 (index 2) _screen.AddColumn(2, 4); _screen.AddColumn(2, 4); // Text can go here _screen.AddColumn(2, 4); // Add columns to row #4 (index 3) _screen.AddColumn(3, 4); _screen.AddColumn(3, 4); // Text can go here _screen.AddColumn(3, 4); // Add columns to row #5 (index 4) _screen.AddColumn(4, 4); _screen.AddColumn(4, 4); // Text can go here _screen.AddColumn(4, 4); // Add columns to row #6 (index 5) _screen.AddColumn(5, 12); }
// Define grid layout for this screen private void DesignScreenLayout() { // 30 rows exist in the deafult grid, so get the default height int defaultHeight = Screen.defaultRowHeight; // Divide screen height (24 rows of size defaultHeight pixels) into five rows #region Rows _screen.AddRow(2 * defaultHeight); // 0 row with backbutton in top left _screen.AddRow(1 * defaultHeight); // 1 row for spacing _screen.AddRow(2 * defaultHeight); // 2 row for Instruction Text _screen.AddRow(2 * defaultHeight); // 3 row for spacing _screen.AddRow(4 * defaultHeight); // 4 row for CHF Button _screen.AddRow(1 * defaultHeight); // 5 row for spacing _screen.AddRow(4 * defaultHeight); // 6 row for COPD Button _screen.AddRow(1 * defaultHeight); // 7 row for spacing _screen.AddRow(4 * defaultHeight); // 8 row for Pneumonia Button _screen.AddFinalRow(); // 9 final row for spacing #endregion // Divide screen width within rows into columns (there are 12 column units to divide) #region Columns // Add columns to row 0 for backbutton _screen.AddColumn(0, 2); // back button goes here _screen.AddColumn(0, 10); // Add columns to row 2,4,6 for buttons _screen.AddColumn(4, 2); _screen.AddColumn(4, 8); // CHF button goes here _screen.AddColumn(4, 2); _screen.AddColumn(6, 2); _screen.AddColumn(6, 8); // COPD button goes here _screen.AddColumn(6, 2); _screen.AddColumn(8, 2); _screen.AddColumn(8, 8); // Pneumonia button goes here _screen.AddColumn(8, 2); #endregion }
// Define grid layout for this screen private void DesignScreenLayout() { // 30 rows exist in the deafult grid, so get the default height int defaultHeight = Screen.defaultRowHeight; // Divide screen height (24 rows of size defaultHeight pixels) into five rows #region Rows _screen.AddRow(2 * defaultHeight); // 0 row with backbutton in top left _screen.AddRow(1 * defaultHeight); // 1 row for spacing _screen.AddRow(12 * defaultHeight); // 2 row for sprite _screen.AddRow(2 * defaultHeight); // 3 row for spacing _screen.AddRow(2 * defaultHeight); // 4 row for text describing what to do _screen.AddRow(4 * defaultHeight); // 5 row for diagnose/investigate buttons _screen.AddFinalRow(); // 6 final row for spacing #endregion // Divide screen width within rows into columns (there are 12 column units to divide) #region Columns // Add columns to row 0 for backbutton _screen.AddColumn(0, 10); _screen.AddColumn(0, 2); // back button goes here // Add columns to row 2 for sprite _screen.AddColumn(2, 4); _screen.AddColumn(2, 4); // Text can go here _screen.AddColumn(2, 4); // Add columns to row 5 for diagnose/investigate buttons _screen.AddColumn(5, 2); _screen.AddColumn(5, 3); _screen.AddColumn(5, 2); _screen.AddColumn(5, 3); _screen.AddColumn(5, 2); #endregion }
// Define grid layout for this screen private void DesignScreenLayout() { // 30 rows exist in the deafult grid, so get the default height int defaultHeight = Screen.defaultRowHeight; // Divide screen height (24 rows of size defaultHeight pixels) into five rows #region Rows _screen.AddRow(2 * defaultHeight); // 0 row with backbutton in top left _screen.AddRow((int)(0.5 * defaultHeight)); // 1 row for spacing _screen.AddRow(2 * defaultHeight); // 2 row for Instruction Text _screen.AddRow(1 * defaultHeight); // 3 row for spacing _screen.AddRow(1 * defaultHeight); // 4 row for General Examination Button _screen.AddRow((int)(0.5 * defaultHeight)); // 5 row for spacing _screen.AddRow(1 * defaultHeight); // 6 row for Head Examination Button _screen.AddRow((int)(0.5 * defaultHeight)); // 7 row for spacing _screen.AddRow(1 * defaultHeight); // 8 row for Neck Examination Button _screen.AddRow((int)(0.5 * defaultHeight)); // 9 row for spacing _screen.AddRow(1 * defaultHeight); // 10 row for Lungs Examination Button _screen.AddRow((int)(0.5 * defaultHeight)); // 11 row for spacing _screen.AddRow(1 * defaultHeight); // 12 row for Extremities Examination Button _screen.AddRow((int)(0.5 * defaultHeight)); // 13 row for spacing _screen.AddRow(1 * defaultHeight); // 14 row for Skin Examination Button _screen.AddRow((int)(0.5 * defaultHeight)); // 15 row for spacing _screen.AddRow(1 * defaultHeight); // 16 row for Abdomen Examination Button _screen.AddRow((int)(0.5 * defaultHeight)); // 17 row for spacing _screen.AddRow(1 * defaultHeight); // 18 row for Oxygen Examination Button _screen.AddRow((int)(0.5 * defaultHeight)); // 19 row for spacing _screen.AddRow(1 * defaultHeight); // 20 row for Imaging Examination Button _screen.AddRow((int)(0.5 * defaultHeight)); // 21 row for spacing _screen.AddRow(1 * defaultHeight); // 22 row for Imaging Examination Button _screen.AddFinalRow(); // 23 final row for spacing #endregion // Divide screen width within rows into columns (there are 12 column units to divide) #region Columns // Add columns to row 0 for backbutton _screen.AddColumn(0, 2); // back button goes here _screen.AddColumn(0, 10); // Add columns to row 4-18 for buttons for (int row = 4; row < 23; row += 2) { _screen.AddColumn(row, 2); _screen.AddColumn(row, 8); // button goes here _screen.AddColumn(row, 2); } #endregion }
// Define grid layout for this screen private void DesignScreenLayout() { // 24 rows, where height = deafultRowHeight, exist in the deafult grid, so get the default height int defaultHeight = Screen.defaultRowHeight; // Divide screen height (24 rows of size defaultHeight pixels) into four rows #region Rows _screen.AddRow(1 * defaultHeight); // 0 title _screen.AddRow(1 * defaultHeight); // 1 space after title _screen.AddRow(1 * defaultHeight); // 2 Age _screen.AddRow(1 * defaultHeight); // 3 Gender _screen.AddRow(1 * defaultHeight); // 4 space after age + gender _screen.AddRow(1 * defaultHeight); // 5 past medical history title _screen.AddRow(1 * defaultHeight); // 6 past medical history 1 _screen.AddRow(1 * defaultHeight); // 7 past medical history 2 _screen.AddRow(1 * defaultHeight); // 8 past medical history 3 _screen.AddRow(1 * defaultHeight); // 9 past medical history Tobacco _screen.AddRow(1 * defaultHeight); // 10 Space after past medical history _screen.AddRow(1 * defaultHeight); // 11 Symptom title _screen.AddRow(1 * defaultHeight); // 12 Symptom Description _screen.AddRow(1 * defaultHeight); // 13 Symptom Severity _screen.AddRow(1 * defaultHeight); // 14 Provocating Factors _screen.AddRow(1 * defaultHeight); // 15 Relieving Factors _screen.AddRow(1 * defaultHeight); // 16 Symptom Onset _screen.AddRow(1 * defaultHeight); // 17 Symptom Duration _screen.AddRow(1 * defaultHeight); // 18 Space after factors _screen.AddRow(1 * defaultHeight); // 19 Button _screen.AddFinalRow(); // 20 Space after button at bottom #endregion // Divide screen width within rows into columns (there are 12 column units to divide) #region Columns // Add columns to rows 2,3,5, and 11 to force Approximate left justification #region LeftJustifyTitles _screen.AddColumn(2, 4); // Text goes here _screen.AddColumn(2, 8); _screen.AddColumn(3, 4); // Text goes here _screen.AddColumn(3, 8); _screen.AddColumn(5, 4); // Text goes here _screen.AddColumn(5, 8); _screen.AddColumn(11, 4); // Text goes here _screen.AddColumn(11, 8); #endregion // Add columns to rows 6-9 and 12-17 to show indentation #region indentation2Units _screen.AddColumn(6, 2); _screen.AddColumn(6, 4); // Text goes here _screen.AddColumn(6, 6); _screen.AddColumn(7, 2); _screen.AddColumn(7, 4); // Text goes here _screen.AddColumn(7, 6); _screen.AddColumn(8, 2); _screen.AddColumn(8, 4); // Text goes here _screen.AddColumn(8, 6); _screen.AddColumn(9, 2); _screen.AddColumn(9, 4); // Text goes here _screen.AddColumn(9, 6); _screen.AddColumn(12, 2); _screen.AddColumn(12, 4); // Text goes here _screen.AddColumn(12, 6); _screen.AddColumn(13, 2); _screen.AddColumn(13, 4); // Text goes here _screen.AddColumn(13, 6); _screen.AddColumn(14, 2); _screen.AddColumn(14, 4); // Text goes here _screen.AddColumn(14, 6); _screen.AddColumn(15, 2); _screen.AddColumn(15, 4); // Text goes here _screen.AddColumn(15, 6); _screen.AddColumn(16, 2); _screen.AddColumn(16, 4); // Text goes here _screen.AddColumn(16, 6); _screen.AddColumn(17, 2); _screen.AddColumn(17, 4); // Text goes here _screen.AddColumn(17, 6); #endregion // Center button _screen.AddColumn(19, 4); _screen.AddColumn(19, 4); // Button goes here _screen.AddColumn(19, 4); #endregion }
public void DesignScreenExamGeneral() { // 24 rows exist in the deafult grid, so get the default height int defaultHeight = Screen.defaultRowHeight; // Divide screen height (24 rows of size defaultHeight pixels) into five rows #region Rows _screen.AddRow(2 * defaultHeight); // 0 row at the top of screen for title _screen.AddRow(2 * defaultHeight); // 1 row for spacing _screen.AddRow(2 * defaultHeight); // 2 first data value _screen.AddRow(1 * defaultHeight); // 3 row for spacing _screen.AddRow(2 * defaultHeight); // 4 Second data value _screen.AddRow(1 * defaultHeight); // 5 row for spacing _screen.AddRow(2 * defaultHeight); // 6 Third data value _screen.AddRow(1 * defaultHeight); // 7 row for spacing _screen.AddRow(2 * defaultHeight); // 8 Fourth data value _screen.AddRow(1 * defaultHeight); // 9 row for spacing _screen.AddRow(2 * defaultHeight); // 10 Fifth data value _screen.AddRow(2 * defaultHeight); // 11 row for spacing _screen.AddRow(2 * defaultHeight); // 12 row for button _screen.AddFinalRow(); // 13 final row for spacing #endregion // Divide screen width within rows into columns (there are 12 column units to divide) #region Columns // Add columns to rows with data _screen.AddColumn(2, 4); // First Data value goes here _screen.AddColumn(2, 8); _screen.AddColumn(4, 4); // Second Data value goes here _screen.AddColumn(4, 8); _screen.AddColumn(6, 4); // Third Data value goes here _screen.AddColumn(6, 8); _screen.AddColumn(8, 4); // Fourth Data value goes here _screen.AddColumn(8, 8); _screen.AddColumn(10, 4); // Fifth Data value goes here _screen.AddColumn(10, 8); // Add columns to row with button _screen.AddColumn(12, 4); _screen.AddColumn(12, 4); // button goes here _screen.AddColumn(12, 4); #endregion }
private void DesignScreenLayout() { // 24 rows exist in the deafult grid, so get the default height int defaultHeight = Screen.defaultRowHeight; // Divide screen height (24 rows of size defaultHeight pixels) into four rows _screen.AddRow(2 * defaultHeight); // row 0 title _screen.AddRow(1 * defaultHeight); // row 1 Correct vs Incorrect Titles _screen.AddRow(1 * defaultHeight); // row 2 Correct vs Incorrect valuess _screen.AddRow(2 * defaultHeight); // row 3 spacing _screen.AddRow(2 * defaultHeight); // row 4 Reasoning title goes here _screen.AddRow(1 * defaultHeight); // row 5 Correct incorrect headings go here // Five reasoning values _screen.AddRow(2 * defaultHeight); // row 6 Correct incorrect headings go here _screen.AddRow(2 * defaultHeight); // row 7 Correct incorrect headings go here _screen.AddRow(2 * defaultHeight); // row 8 Correct incorrect headings go here _screen.AddRow(2 * defaultHeight); // row 9 Correct incorrect headings go here _screen.AddRow(2 * defaultHeight); // row 10 Correct incorrect headings go here _screen.AddRow(1 * defaultHeight); // row 11 for coins and exp _screen.AddRow(1 * defaultHeight); // row 12 for button _screen.AddFinalRow(); // row 13 // Divide screen width within rows into columns (there are 12 column units to divide) // Divide correct and incorrect row in half _screen.AddColumn(1, 2); _screen.AddColumn(1, 3); // Correct diagnosis Title goes here _screen.AddColumn(1, 2); _screen.AddColumn(1, 3); // Users's diagnosis Title goes here _screen.AddColumn(1, 2); _screen.AddColumn(2, 2); _screen.AddColumn(2, 3); // Correct diagnosis goes here _screen.AddColumn(2, 2); _screen.AddColumn(2, 3); // Users's diagnosis goes here _screen.AddColumn(2, 2); // Divide row for reasoning title _screen.AddColumn(4, 1); _screen.AddColumn(4, 4); // Reasoning title goes here _screen.AddColumn(4, 7); // Divide row for correct vs incorrect title _screen.AddColumn(5, 1); _screen.AddColumn(5, 3); // Correct title goes here _screen.AddColumn(5, 2); _screen.AddColumn(5, 3); // Incorrect title goes here _screen.AddColumn(5, 1); // Add slots for reasoning for (int i = 6; i < 11; ++i) { _screen.AddColumn(i, 2); _screen.AddColumn(i, 3); // Correct reasoning goes here _screen.AddColumn(i, 2); _screen.AddColumn(i, 3); // Users's reasoning goes here _screen.AddColumn(i, 2); } // Divide up coin and exp row _screen.AddColumn(11, 6); // Coin Award goes here _screen.AddColumn(11, 6); // Exp Award goes here // Divide up row for button _screen.AddColumn(12, 4); _screen.AddColumn(12, 4); // Button goes here _screen.AddColumn(12, 4); }