/// <summary> /// method to manage the application setup and control loop /// </summary> private void ManageApplicationLoop() { MenuOption userMenuChoice; _consoleView.DisplayWelcomeScreen(); _consoleView.DisplaySetupAccount(); // // application loop // while (_usingApplication) { // // get a menu choice from the ConsoleView object // userMenuChoice = _consoleView.DisplayGetUserMenuChoice(); // // choose an action based on the user's menu choice // switch (userMenuChoice) { case MenuOption.None: break; case MenuOption.DisplayAccountInfo: _consoleView.DisplayAccountInfo(); break; case MenuOption.Exit: _usingApplication = false; break; default: break; } } _consoleView.DisplayClosingScreen(); // // close the application // Environment.Exit(1); }
/// <summary> /// method to manage the application setup and control loop /// </summary> private void ManageApplicationLoop() { MenuOption userMenuChoice; _consoleView.DisplayWelcomeScreen(); _consoleView.DisplaySetupAccount(); // application loop while (_usingApplication) { // get a menu choice from the ConsoleView object userMenuChoice = _consoleView.DisplayGetUserMenuChoice(); // choose an action based on the user's menu choice switch (userMenuChoice) { case MenuOption.None: break; case MenuOption.Travel: string nextCity = _consoleView.DisplayGetNextCity(); _salesperson.LocationsVisited.Add(nextCity); break; case MenuOption.Buy: _consoleView.DisplayGetNumberOfUnitsToBuy(); break; case MenuOption.Sell: _consoleView.DisplayGetNumberOfUnitsToSell(); break; case MenuOption.DisplayInventory: _consoleView.DisplayInventory(); break; case MenuOption.DisplayCities: _consoleView.DisplayCitiesTraveled(); break; case MenuOption.DisplayAccountInfo: _consoleView.DisplayAccountInfo(); break; case MenuOption.LookIntoTheFuture: _consoleView.LookIntoTheFuture(); break; case MenuOption.TravelBackInTime: _consoleView.TravelBackInTime(); break; case MenuOption.Exit: _usingApplication = false; break; default: break; } } _consoleView.DisplayClosingScreen(); // close the application Environment.Exit(1); }
/// <summary> /// method to manage the application setup and control loop /// </summary> private void ManageApplicationLoop() { MenuOption userMenuChoice; _consoleView.DisplayWelcomeScreen(); _consoleView.DisplaySetupAccount(); // // application loop // while (_usingApplication) { // // get a menu choice from the ConsoleView object // userMenuChoice = _consoleView.DisplayGetUserMenuChoice(); // // choose an action based on the user's menu choice // switch (userMenuChoice) { case MenuOption.None: break; case MenuOption.DisplayAccountInfo: _consoleView.DisplayAccountInfo(); break; case MenuOption.Travel: _salesperson.CitiesVisited.Add(_consoleView.DisplayGetNextCity()); break; case MenuOption.Buy: _salesperson.Item.AddWidgets(_consoleView.DisplayGetNumberOfUnitsToBuy()); break; case MenuOption.Sell: _salesperson.Item.SubtractWidgets(_consoleView.DisplayGetNumberOfUnitsToSell()); break; case MenuOption.DisplayInventory: _consoleView.DisplayInventory(); break; case MenuOption.DisplayCities: _consoleView.DisplayCitiesTraveled(); break; case MenuOption.UpdateAccountInfo: _consoleView.DisplayUpdateAccount(); break; case MenuOption.Exit: _usingApplication = false; break; default: break; } } _consoleView.DisplayClosingScreen(); // // close the application // Environment.Exit(1); }