/// <summary> /// Adding new preset. /// </summary> private void OnAddPreset() { // Can't do unless game is loaded. if (!CheckCanDo()) { return; } try { // Create window for add preset. var win = new NewPreset { // Owner set to MainWindow. Owner = Application.Current.MainWindow }; // Get the VM for this window. var vm = win.DataContext as NewPresetViewModel; // Show the dialog for the preset window. if (win.ShowDialog() == true) { // Initialize the creation of our preset with the preset name. var p = new Preset() { Name = vm.Name }; // If we use the current waymarks, set them in our preset. if (vm.UseCurrentWaymarks) { p.A = GameMemory.A; p.B = GameMemory.B; p.C = GameMemory.C; p.D = GameMemory.D; p.One = GameMemory.One; p.Two = GameMemory.Two; p.Three = GameMemory.Three; p.Four = GameMemory.Four; p.MapID = GameMemory.MapID; } // Add the preset. Presets.Add(p); } } catch (Exception ex) { MessageBox.Show("Something happened while creating your preset!", "Paisley Park", MessageBoxButton.OK, MessageBoxImage.Error); logger.Error(ex, "Exception while adding a new preset."); } }
/// <summary> /// Adding new preset. /// </summary> private void OnAddPreset() { // Can't do unless game is loaded. if (!CheckCanDo()) { return; } // Create window for add preset. var win = new NewPreset { // Owner set to MainWindow. Owner = Application.Current.MainWindow }; // Get the VM for this window. var vm = win.DataContext as NewPresetViewModel; // Show the dialog for the preset window. if (win.ShowDialog() == true) { // Initialize the creation of our preset with the preset name. var p = new Preset() { Name = vm.Name }; // If we use the current waymarks, set them in our preset. if (vm.UseCurrentWaymarks) { p.A = GameMemory.A; p.B = GameMemory.B; p.C = GameMemory.C; p.D = GameMemory.D; p.One = GameMemory.One; p.Two = GameMemory.Two; p.MapID = GameMemory.MapID; } // Add the preset. Presets.Add(p); } }