private void PopulateList()
        {
            MainBox.SelectedIndex = -1;

            myText.Clear();

            for (int i = 0; i < 10; i++)
            {
                dataArray[i].Locked    = i > 0 && SaveData.getHighWaveForDifficultyLevelAndLevelIndex(selectedDifficulty, i - 1) < LevelWaveRequirementMapper.getWaveRequirementForLevelIndex(i - 1) ? "Y" : "N";
                dataArray[i].HighScore = SaveData.getHighScoreForDifficultyLevelAndLevelIndex(selectedDifficulty, i);
                dataArray[i].HighWave  = SaveData.getHighWaveForDifficultyLevelAndLevelIndex(selectedDifficulty, i);
                myText.Add(dataArray[i]);
            }

            MainBox.ItemsSource = myText;
        }
 private void FillDataArray()
 {
     for (int i = 0; i < 10; i++)
     {
         dataArray[i] = new Data()
         {
             Name          = nameArray[i],
             Locked        = i > 0 && SaveData.getHighWaveForDifficultyLevelAndLevelIndex(selectedDifficulty, i - 1) < LevelWaveRequirementMapper.getWaveRequirementForLevelIndex(i - 1) ? "Y" : "N",
             HighScore     = SaveData.getHighScoreForDifficultyLevelAndLevelIndex(selectedDifficulty, i),
             HighWave      = SaveData.getHighWaveForDifficultyLevelAndLevelIndex(selectedDifficulty, i),
             UnlockMessage = LevelWaveRequirementMapper.getLockedDescriptionStringResourceForLevelIndex(i)
         };
     }
 }
Example #3
0
        private void DrawingSurface_Loaded(object sender, RoutedEventArgs e)
        {
            // Set window bounds in dips
            m_d3dInterop.WindowBounds = new Windows.Foundation.Size((float)DrawingSurface.ActualWidth, (float)DrawingSurface.ActualHeight);

            // Set native resolution in pixels
            m_d3dInterop.NativeResolution = new Windows.Foundation.Size((float)Math.Floor(DrawingSurface.ActualWidth * Application.Current.Host.Content.ScaleFactor / 100.0f + 0.5f), (float)Math.Floor(DrawingSurface.ActualHeight * Application.Current.Host.Content.ScaleFactor / 100.0f + 0.5f));

            // Set render resolution to the full native resolution
            m_d3dInterop.RenderResolution = m_d3dInterop.NativeResolution;

            if (m_d3dContentProvider == null)
            {
                m_d3dContentProvider = m_d3dInterop.CreateContentProvider(levelIndex, difficulty, SaveData.getHighWaveForDifficultyLevelAndLevelIndex(difficulty, levelIndex) >= LevelWaveRequirementMapper.getWaveRequirementForLevelIndex(levelIndex));
            }

            // Hook-up native component to DrawingSurface
            DrawingSurface.SetContentProvider(m_d3dContentProvider);
            DrawingSurface.SetManipulationHandler(m_d3dInterop);

            m_d3dInterop.setWinRtCallback(new WinRtCallback(ProcessCallback));
        }