private void btnSave_Click(object sender, EventArgs e) { commerceCaller.TimeData = TimeData; CommerceDataHandler.saveTimeData(Settings.Default.TimeFilePath, TimeData); updateBelvastTime(); this.Close(); }
/// <summary> /// A method for regenerating the graphs from the TimeData dictionary. Used both at startup and for instaces where the TimeData may be altered. /// </summary> private void generateGraphs() { SingletonGraphFactory graphFactory = SingletonGraphFactory.getFactory(); GraphsbyTransport = new Dictionary <String, Graph>(); foreach (KeyValuePair <String, Dictionary <String, List <TimeSpan> > > transportToTime in TimeData) { GraphsbyTransport[transportToTime.Key] = graphFactory.constructGraph(CommerceDataHandler.compressTimeData(transportToTime.Value)); } }
/// <summary> /// A function that loads all of the data at startup time /// </summary> private void loadDataStartup() { //Todo:Have some sort of settings to allow the user to specify which file they use for each set of data try { CityData = CommerceDataHandler.loadCommerceData(Settings.Default.CityFilePath); } catch (FileNotFoundException ex) { MessageBox.Show("Error while loading City data : \n" + ex.Message, "Error"); //We can't proceed without city data - close this.Close(); } try { TransportData = CommerceDataHandler.loadTransportData(Settings.Default.TransportFilePath); } catch (FileNotFoundException ex) { MessageBox.Show("Error while loading Transport Data : \n" + ex.Message, "Error"); this.Close(); } try { TimeData = CommerceDataHandler.loadTimeData(Settings.Default.TimeFilePath); } catch (FileNotFoundException ex) { MessageBox.Show("Error while loading Transport Data : \n" + ex.Message, "Error"); this.Close(); } try { MasteryData = CommerceDataHandler.loadCMasteryData(Settings.Default.MasteryFilePath); } catch (FileNotFoundException ex) { MessageBox.Show("Error while loading Mastery Data : \n" + ex.Message, "Error"); this.Close(); } }
private void btnSave_Click(object sender, EventArgs e) { Dictionary <String, Transport> newData = new Dictionary <string, Transport>(); //This will be very similar to the Commerce City Editor save method - only this time we don't need to check for goods being equal to 0 for (int i = 0; i < clboxTransport.Items.Count; i++) { //Check if item is null or has a good count of 0 if (TransportData[clboxTransport.Items[i].ToString()] == null) { //Set it to null (nothing is changed if already null) so that save function doesn't write it TransportData[clboxTransport.Items[i].ToString()] = null; continue; } //Since the only order to dictionary keys are the order they are inserted and can't be rearranged - we have to construct a new dictionary with the user intended order //for the order change to show up in frmCommerce newData[clboxTransport.Items[i].ToString()] = TransportData[clboxTransport.Items[i].ToString()]; } Commerce.TransportData = newData; CommerceDataHandler.saveTransportDataOrdered(Settings.Default.TransportFilePath, TransportData, clboxTransport); this.Close(); }
private void btnSave_Click(object sender, EventArgs e) { //Save the data and apply it to the form sent to us Dictionary <String, City> newData = new Dictionary <string, City>(); //TODO-Add a check before saving that all cities have at least one good for (int i = 0; i < clboxCities.Items.Count; i++) { //Check if item is null or has a good count of 0 if (CityData[clboxCities.Items[i].ToString()] == null || CityData[clboxCities.Items[i].ToString()].goods.Count == 0) { //Set it to null (nothing is changed if already null) so that save function doesn't write it CityData[clboxCities.Items[i].ToString()] = null; continue; } //Since the only order to dictionary keys are the order they are inserted and can't be rearranged - we have to construct a new dictionary with the user intended order //for the order change to show up in frmCommerce newData[clboxCities.Items[i].ToString()] = CityData[clboxCities.Items[i].ToString()]; } commerce.CityData = newData; CommerceDataHandler.saveCommerceDataOrdered(Settings.Default.CityFilePath, CityData, clboxCities); this.Close(); }