Example #1
0
        /// <summary>
        /// Renvoie les informations de terminology
        /// </summary>
        /// <returns>VO_Menu</returns>
        public VO_Terminology GetTerminologyData()
        {
            VO_Terminology terminology = null;

            RunServiceTask(delegate
            {
                terminology = _Business.GetTerminologyData();
            });

            return(terminology);
        }
Example #2
0
        /// <summary>
        /// Constructeur
        /// </summary>
        /// <param name="game"></param>
        public Screen(Game game, SpriteBatch spriteBatch)
            : base(game)
        {
            _SpriteBatch = spriteBatch;

            //1 - Couche métier
            _ScreenBusiness = new ScreenService();

            //2 - Récupérer les informations projet
            _MenuData        = _ScreenBusiness.GetMenuData();
            _ProjectData     = _ScreenBusiness.GetProjectData();
            _TerminologyData = _ScreenBusiness.GetTerminologyData();
        }
Example #3
0
 /// <summary>
 /// Constructeur principal
 /// </summary>
 public GameCoreDBSave()
 {
     ObjectAnimations = new List<VO_Animation>();
     Characters = new List<VO_Character>();
     PlayableCharacters = new List<VO_PlayableCharacter>();
     Items = new List<VO_Item>();
     Actions = new List<VO_Action>();
     Events = new List<VO_Event>();
     Classes = new List<VO_Class>();
     Triggers = new List<VO_Trigger>();
     GlobalEvents = new List<VO_GlobalEvent>();
     InteractionScripts = new List<VO_Script>();
     Menu = new VO_Menu();
     Project = new VO_Project();
     Variables = new List<VO_Variable>();
     Terminology = new VO_Terminology();
 }
Example #4
0
        /// <summary>
        /// Insère un terminology
        /// </summary>
        /// <returns></returns>
        public static VO_Terminology CreateTerminology()
        {
            VO_Terminology terminology = new VO_Terminology()
            {
                NewGame        = EditorConstants.Instance.TERM_NEWGAME,
                LoadGame       = EditorConstants.Instance.TERM_LOADGAME,
                LeaveGame      = EditorConstants.Instance.TERM_LEAVEGAME,
                Options        = EditorConstants.Instance.TERM_OPTIONS,
                ReturnTitle    = EditorConstants.Instance.TERM_RETURNTITLE,
                SaveGame       = EditorConstants.Instance.TERM_SAVEGAME,
                SaveState      = EditorConstants.Instance.TERM_SAVESTATE,
                ChoiceNext     = EditorConstants.Instance.TERM_CHOICENEXT,
                ChoicePrevious = EditorConstants.Instance.TERM_CHOICEPREVIOUS
            };

            GameCore.Instance.Game.Terminology = terminology;
            return(terminology);
        }
        /// <summary>
        /// Survient lorsque le formulaire devient visible
        /// </summary>
        public void InitializeDBTerminology()
        {
            //Code de chargement
            Terminology = GameCore.Instance.Game.Terminology.Clone();

            //Désactiver events
            txtNewGame.TextChanged       -= new EventHandler(txtNewGame_TextChanged);
            txtLoadSave.TextChanged      -= new EventHandler(txtLoadSave_TextChanged);
            txtSaveGame.TextChanged      -= new EventHandler(txtSaveGame_TextChanged);
            txtLeaveGame.TextChanged     -= new EventHandler(txtLeaveGame_TextChanged);
            txtOptions.TextChanged       -= new EventHandler(txtOptions_TextChanged);
            txtSaveState.TextChanged     -= new EventHandler(txtSaveState_TextChanged);
            txtReturnToTitle.TextChanged -= new EventHandler(txtReturnToTitle_TextChanged);
            txtPrevious.TextChanged      -= new EventHandler(txtPrevious_TextChanged);
            txtNext.TextChanged          -= new EventHandler(txtNext_TextChanged);

            //Bind des infos dans les contrôles
            txtNewGame.Text       = Terminology.NewGame;
            txtLoadSave.Text      = Terminology.LoadGame;
            txtSaveGame.Text      = Terminology.SaveGame;
            txtLeaveGame.Text     = Terminology.LeaveGame;
            txtOptions.Text       = Terminology.Options;
            txtReturnToTitle.Text = Terminology.ReturnTitle;
            txtSaveState.Text     = Terminology.SaveState;
            txtPrevious.Text      = Terminology.ChoicePrevious;
            txtNext.Text          = Terminology.ChoiceNext;

            //Réactiver events
            txtNewGame.TextChanged       += new EventHandler(txtNewGame_TextChanged);
            txtLoadSave.TextChanged      += new EventHandler(txtLoadSave_TextChanged);
            txtSaveGame.TextChanged      += new EventHandler(txtSaveGame_TextChanged);
            txtLeaveGame.TextChanged     += new EventHandler(txtLeaveGame_TextChanged);
            txtOptions.TextChanged       += new EventHandler(txtOptions_TextChanged);
            txtSaveState.TextChanged     += new EventHandler(txtSaveState_TextChanged);
            txtReturnToTitle.TextChanged += new EventHandler(txtReturnToTitle_TextChanged);
            txtPrevious.TextChanged      += new EventHandler(txtPrevious_TextChanged);
            txtNext.TextChanged          += new EventHandler(txtNext_TextChanged);
        }