private void WeaponCreation_Load(object sender, EventArgs e) { nameBox = (nameControl.Controls[0] as ElementHost).Child as System.Windows.Controls.TextBox; propBox = (props.Controls[0] as ElementHost).Child as System.Windows.Controls.TextBox; rollBox = (rollNameTextBox.Controls[0] as ElementHost).Child as System.Windows.Controls.TextBox; rollBox.Foreground = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(105, 105, 105)); rollBox.Text = "roll name"; bothRadioButton.Checked = true; if (selectedWeapon != null) { //enter in weapon stats to controls nameBox.Text = selectedWeapon.Name; propBox.Text = selectedWeapon.Properties; profCheckBox.Checked = selectedWeapon.Proficient; finessCheckBox.Checked = selectedWeapon.Finesse; damageRoll = selectedWeapon.Damage; damageRollDisplay.Text = damageRoll.ToString(); saveButton.Text = "Save Weapon"; titleLabel.Text = "Edit Weapon"; foreach (Roll r in selectedWeapon.BonusRolls) { AddBonusRolls(r.DieNum, r.DieAmount, r.Flat, r.Name, r.Type, r.Optional); } } else { saveButton.Enabled = false; this.ActiveControl = nameControl; } nameBox.TextChanged += nameBoxTextChanged; }
//set damage roll public void SetDamageRoll(Roll r) { damageRoll = r; damageRollDisplay.Text = r.ToString(); if (nameBox.Text != "") { saveButton.Enabled = true; } }
//initialize form private void FeatCreation_Load(object sender, EventArgs e) { //check if creating or editing feat if (selectedFeat == null) { //disable buttons for roll usesRollCheckBox.Checked = false; setRollButton.Enabled = false; LimitedUsecheckBox.Checked = true; nameTextBox.Select(); } else { //set controls to feat stats nameTextBox.Text = selectedFeat.Name; abilitiesTextBox.Text = selectedFeat.Abilities; usesRollCheckBox.Checked = selectedFeat.UseRoll; //limited use if (selectedFeat.LimitedUse) { if (selectedFeat.RefillTypeProperty == RefillType.SHORT) { shortRestRadioButton.Checked = true; } else if (selectedFeat.RefillTypeProperty == RefillType.LONG) { longRestradioButton.Checked = true; } else { OtherradioButton.Checked = true; } numUsesBox.Value = selectedFeat.NumUses; LimitedUsecheckBox.Checked = selectedFeat.LimitedUse; shortRestRadioButton.Enabled = true; longRestradioButton.Enabled = true; OtherradioButton.Enabled = true; } //roll if (selectedFeat.UseRoll) { usesRollCheckBox.Checked = true; roll = selectedFeat.Roll; rollDisplayTextBox.Text = "Roll: " + roll.ToString(); } saveButton.Text = "Save Feat"; } }
//set new roll public void SetRoll(Roll r) { roll = r; rollDisplayTextBox.Text = "Roll: " + roll.ToString(); saveButton.Enabled = true; }