public void BuildSurfacePickers(SurfaceDict surfaces)
        {
            string slot1Val = (string)slot1Pick.SelectedItem;
            string slot2Val = (string)slot2Pick.SelectedItem;
            string slot3Val = (string)slot3Pick.SelectedItem;
            string slot4Val = (string)slot4Pick.SelectedItem;
            string slot5Val = (string)slot5Pick.SelectedItem;
            string slot6Val = (string)slot6Pick.SelectedItem;
            string slot7Val = (string)slot7Pick.SelectedItem;
            string slot8Val = (string)slot8Pick.SelectedItem;

            slot1Pick.Items.Clear();
            slot2Pick.Items.Clear();
            slot3Pick.Items.Clear();
            slot4Pick.Items.Clear();
            slot5Pick.Items.Clear();
            slot6Pick.Items.Clear();
            slot7Pick.Items.Clear();
            slot8Pick.Items.Clear();

            // build all the slot pickers by adding every surface to every picker
            foreach (Surface s in surfaces.Surfaces)
            {
                slot1Pick.Items.Add(s.Name);
                slot2Pick.Items.Add(s.Name);
                slot3Pick.Items.Add(s.Name);
                slot4Pick.Items.Add(s.Name);
                slot5Pick.Items.Add(s.Name);
                slot6Pick.Items.Add(s.Name);
                slot7Pick.Items.Add(s.Name);
                slot8Pick.Items.Add(s.Name);
            }

            // put the saved values back into the pickers. if the value is no longer there, null will be selected
            slot1Pick.SelectedItem = slot1Val;
            slot2Pick.SelectedItem = slot2Val;
            slot3Pick.SelectedItem = slot3Val;
            slot4Pick.SelectedItem = slot4Val;
            slot5Pick.SelectedItem = slot5Val;
            slot6Pick.SelectedItem = slot6Val;
            slot7Pick.SelectedItem = slot7Val;
            slot8Pick.SelectedItem = slot8Val;
        }
        public void Initialize(string filePath, SurfaceDict surfaces)
        {
            fileName  = filePath;
            surfDict  = surfaces;
            this.Text = System.IO.Path.GetFileNameWithoutExtension(fileName);

            xmlDoc = new XmlDocument();
            xmlDoc.Load(fileName);
            // note on persistence: the surface sets are in subnodes of the root xml document
            // each surface set record will hold pointers to these subnodes
            // when we save, we copy date back to the subnodes and then write the whole doc
            // back to the file.
            foreach (XmlNode node in xmlDoc.ChildNodes)
            {
                // look for the actor - should be one per file
                if (node.Name == "XmlGameActor")
                {
                    foreach (XmlNode actorNode in node.ChildNodes)
                    {
                        // now get the surface sets - could be a couple
                        if (actorNode.Name == "SurfaceSets")
                        {
                            foreach (XmlNode surfSetNode in actorNode.ChildNodes)
                            {
                                if (surfSetNode.Name == "SurfaceSet")
                                {
                                    SurfaceSetRecord surfSetRec = new SurfaceSetRecord(surfSetNode);
                                    surfaceSets.Add(surfSetRec);
                                    SurfSetMenu.Items.Add(surfSetRec);
                                }
                            }
                        }
                    }
                }
            }

            Dirty = false;

            BuildSurfacePickers(surfaces);
            SurfSetMenu.SelectedIndex = 0;
        }
Esempio n. 3
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 // Load from a particular file
 private void LoadDictionary(string fileName)
 {
     surfaces = SurfaceDict.Load(DictionaryFileName, BokuShared.FileStorageHelper.Instance);
 }
 public void Initialize(SurfaceDict surfaces)
 {
     Initialize(fileName, surfaces);
 }
        public CharacterEdit(string filePath, SurfaceDict surfaces)
        {
            InitializeComponent();

            Initialize(filePath, surfaces);
        }