//Handlers private void CbBowStyle_SelectionChanged(object sender, SelectionChangedEventArgs e) { switch (cbBowStyle.SelectedItem) { case "Olympic Recurve": eBowStyle = EBowStyle.Recurve; break; case "Compound": eBowStyle = EBowStyle.Compound; //TODO: add a compound 10 ring, especially in 5 zone break; case "Barebow Recurve": eBowStyle = EBowStyle.Barebow; break; case "Longbow": eBowStyle = EBowStyle.Longbow; break; default: eBowStyle = EBowStyle.Other; break; } }
private string[] validScores = { "M", "m", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" }; //TODO: Add X for 10, and 11 for relevant imperial rounds public ScoreEntry(ERound round, EBowStyle bowStyle, int archers, RoundSelect rs) { InitializeComponent(); this.rs = rs; eRound = round; eBowStyle = bowStyle; nArchers = archers; if (round == ERound.Fita18 || round == ERound.Portsmouth) { nArrows = 3; nTotalEnds = 20; } else { nArrows = 6; if (round == ERound.WA1440) { nTotalEnds = 24; } else { nTotalEnds = 12; } } nEnd = 1; labelEnd.Content = "End " + nEnd + " of " + nTotalEnds; lArrows = new UIRing <FletchedGraphic>(nArrows); if (nArchers == 1) { bnNextArcher.Content = "Score"; } archer = new Archer(); //TODO: add more depending on nArchers tempScore = new Ring <int>(nArrows); SetupTargetGraphics(); SetupScoreEntryBoxes(); }