public void BuildAssetList(GUILayer.PendingSaveList pendingAssetList) { // some clients cannot construct "GUILayer.DivergentAssetList" // (because that requires adding a reference to the Aga.Controls library) // So this is provided for convenience to avoid that extra dependancy AssetList = new GUILayer.DivergentAssetList( GUILayer.EngineDevice.GetInstance(), pendingAssetList); }
protected void ContextMenu_ShowModifications(object sender, EventArgs e) { var pendingAssetList = GUILayer.PendingSaveList.Create(); var assetList = new GUILayer.DivergentAssetList(GUILayer.EngineDevice.GetInstance(), pendingAssetList); using (var dialog = new ControlsLibrary.ModifiedAssetsDialog()) { dialog.AssetList = assetList; var result = dialog.ShowDialog(); if (result == DialogResult.OK) { pendingAssetList.Commit(); } } }
protected void ContextMenu_ShowModifications(object sender, EventArgs e) { var pendingAssetList = GUILayer.PendingSaveList.Create(); var assetList = new GUILayer.DivergentAssetList(GUILayer.EngineDevice.GetInstance(), pendingAssetList); using (var dialog = new ControlsLibrary.ModifiedAssetsDialog()) { dialog.AssetList = assetList; var result = dialog.ShowDialog(); if (result == DialogResult.OK) { var cmtResult = pendingAssetList.Commit(); // if we got some error messages during the commit; display them here... if (!String.IsNullOrEmpty(cmtResult.ErrorMessages)) { ControlsLibrary.BasicControls.TextWindow.ShowModal(cmtResult.ErrorMessages); } } } }