/// <summary> /// Pass back the data to the CatalogManager /// </summary> private void SaveChanges() { int tempInt = 0; float tempFloat = 0; _exercise = new Exercise(); _exercise.Id = _itemId; /** Check the validity of the data first for the Repitition value */ GuiInputBox guiInputBox = (GuiInputBox)_guiDrawable[_repetitionIndex]; if (int.TryParse(guiInputBox.Value, out tempInt)) { _exercise.Repetitions = tempInt; } /** Check the validity of the data first for the Variance value */ guiInputBox = (GuiInputBox)_guiDrawable[_varianceIndex]; if (float.TryParse(guiInputBox.Value, out tempFloat)) { _exercise.Variance = tempFloat; } _catalogManager.SetExerciseOptions(_exercise); }
/// <summary> /// Update the input boxes with the saved data from the CatalogManager. /// </summary> /// <param name="id">Exercise ID</param> public void OpenScreen(string id) { _exercise = _catalogManager.GetExercise(id); _itemId = _exercise.Id; GuiInputBox guiInputBox = (GuiInputBox)_guiDrawable[_repetitionIndex]; guiInputBox.Value = _exercise.Repetitions.ToString(); guiInputBox = (GuiInputBox)_guiDrawable[_varianceIndex]; guiInputBox.Value = _exercise.Variance.ToString(); }
public void InputBox_Usage() { gui = new GuiInputBox("button", new Vector2(500f, 500f), Vector2.Zero, game, 10f, 100f, 0f); gui.LoadContent(game, contentManager, spriteBatch); MouseState currentMouseState = new MouseState( 50, 50, 0, ButtonState.Released, ButtonState.Released, ButtonState.Released, ButtonState.Released, ButtonState.Released ); MouseState oldMouseState = new MouseState( currentMouseState.X, currentMouseState.Y, currentMouseState.ScrollWheelValue, ButtonState.Released, currentMouseState.MiddleButton, currentMouseState.RightButton, currentMouseState.XButton1, currentMouseState.XButton2 ); Assert.IsNotNull(currentMouseState); Assert.IsNotNull(oldMouseState); Assert.AreEqual(gui.Value, "10"); Assert.AreEqual(gui.State, CheckboxState.Default); gui.Update(currentMouseState, oldMouseState, new Rectangle(currentMouseState.X, currentMouseState.Y, 1, 1), new GameTime()); Assert.AreEqual(gui.State, CheckboxState.Hovered); oldMouseState = new MouseState( currentMouseState.X, currentMouseState.Y, currentMouseState.ScrollWheelValue, ButtonState.Pressed, currentMouseState.MiddleButton, currentMouseState.RightButton, currentMouseState.XButton1, currentMouseState.XButton2 ); gui.Update(currentMouseState, oldMouseState, new Rectangle(currentMouseState.X, currentMouseState.Y, 1, 1), new GameTime()); Assert.AreEqual(gui.State, CheckboxState.Blinking); currentMouseState = new MouseState( -100, -100, 0, ButtonState.Released, ButtonState.Released, ButtonState.Released, ButtonState.Released, ButtonState.Released ); gui.Update(currentMouseState, oldMouseState, new Rectangle(currentMouseState.X, currentMouseState.Y, 1, 1), new GameTime()); Assert.AreEqual(gui.State, CheckboxState.Blinking); /** uncheck */ currentMouseState = new MouseState( 50, 50, 0, ButtonState.Released, ButtonState.Released, ButtonState.Released, ButtonState.Released, ButtonState.Released ); oldMouseState = new MouseState( currentMouseState.X, currentMouseState.Y, currentMouseState.ScrollWheelValue, ButtonState.Pressed, currentMouseState.MiddleButton, currentMouseState.RightButton, currentMouseState.XButton1, currentMouseState.XButton2 ); gui.Update(currentMouseState, oldMouseState, new Rectangle(currentMouseState.X, currentMouseState.Y, 1, 1), new GameTime()); Assert.AreEqual(gui.State, CheckboxState.Blinking); currentMouseState = new MouseState( -100, -100, 0, ButtonState.Released, ButtonState.Released, ButtonState.Released, ButtonState.Released, ButtonState.Released ); gui.Update(currentMouseState, oldMouseState, new Rectangle(currentMouseState.X, currentMouseState.Y, 1, 1), new GameTime()); Assert.AreEqual(gui.State, CheckboxState.Blinking); }