Пример #1
0
//--> checkIfIDExist
    private void checkIfIDExist(SerializedProperty selectedID)
    {
        string objectPath2 = "Assets/AP/Assets/Datas/ProjectManagerDatas.asset";
        datasProjectManager _datasProjectManager = AssetDatabase.LoadAssetAtPath(objectPath2, typeof(UnityEngine.Object)) as datasProjectManager;


        string   objectPath = "Assets/AP/Assets/Resources/" + _datasProjectManager.currentDatasProjectFolder + "/TextList/wItem.asset";
        TextList _textList  = AssetDatabase.LoadAssetAtPath(objectPath, typeof(UnityEngine.Object)) as TextList;

        if (_textList)
        {
            SerializedObject serializedObject2 = new UnityEditor.SerializedObject(_textList);

            if (selectedID.intValue < serializedObject2.FindProperty("diaryList").GetArrayElementAtIndex(0).FindPropertyRelative("_languageSlot").arraySize &&
                selectedID.intValue >= 0)
            {
                SerializedProperty _Title = serializedObject2.FindProperty("diaryList").GetArrayElementAtIndex(0).FindPropertyRelative("_languageSlot").GetArrayElementAtIndex(selectedID.intValue).FindPropertyRelative("diaryTitle").GetArrayElementAtIndex(0);

                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.LabelField("Item :", GUILayout.Width(40));
                EditorGUILayout.LabelField(_Title.stringValue.ToString());
                EditorGUILayout.EndHorizontal();
            }
            else
            {
                EditorGUILayout.HelpBox("This ID doesn't exist", MessageType.Warning);
            }
        }
    }
Пример #2
0
 private void Button_Click_1(object sender, RoutedEventArgs e)
 {
     TextList.Add(new testclass()
     {
         HeaderText = "Item neu"
     });
 }
Пример #3
0
 public ChatboxHud(GameClient client)
 {
     _client     = client;
     _chatWindow = _client.Engine.GuiLoader.Load("chatbox.xml", _client.Engine.Gui.Desktop);
     _textLines  = _client.Engine.Gui.GetWidgetByName <TextList>("chatLines");
     _inputBox   = _client.Engine.Gui.GetWidgetByName <Textbox>("chatInput");
 }
Пример #4
0
    //-> Call after the inGameGlobalManger initialisation
    public void initData()
    {
        data = ingameGlobalManager.instance.currentInfo;
        if (PlayerPrefs.HasKey("currentLanguage"))
        {
            int value = PlayerPrefs.GetInt("currentLanguage");
            ingameGlobalManager.instance.currentLanguage = value;
            txtCurrentLanguage.text = data.listOfLanguage[value];
        }
        else
        {
            txtCurrentLanguage.text = data.listOfLanguage[ingameGlobalManager.instance.currentLanguage];
        }

        if (PlayerPrefs.HasKey("subtitleState"))
        {
            bool subState = bool.Parse(PlayerPrefs.GetString("subtitleState"));
            ingameGlobalManager.instance.subtitlesState = subState;
            if (subtitleStateToggle)
            {
                subtitleStateToggle.isOn = subState;
            }
        }
        else
        {
            ingameGlobalManager.instance.subtitlesState = true;
            if (subtitleStateToggle)
            {
                subtitleStateToggle.isOn = true;
            }
        }
    }
Пример #5
0
        private void CreateTextList()
        {
            // Now fill up the List
            var fields = Text.Split(new[] { '/' }, StringSplitOptions.RemoveEmptyEntries);

            foreach (var field in fields)
            {
                if (TextList.Count > 0 && !field.Contains(":"))
                {
                    var text = TextList[TextList.Count - 1];
                    if (text.EndsWith(":"))
                    {
                        text += field;
                    }
                    else
                    {
                        text += " " + field;
                    }
                    TextList[TextList.Count - 1] = text;
                }
                else
                {
                    TextList.Add(field);
                }
            }
        }
Пример #6
0
//--> Wait until the ingameGlbalManager finish his initialization
    IEnumerator Init()
    {
        yield return(new WaitUntil(ingameGlobalManager.instance.r_InitBool));

        diary = ingameGlobalManager.instance.currentDiary;
        GenerateListOfDiaryEntry(currentPage);
    }
Пример #7
0
 public static void Hide()
 {
     if (panel != null)
     {
         TextList.Destroy(panel);
     }
 }
        public iTunesSettingsScreen()
        {
            _options = new TextList();
            Add(_options);

            _url = new TextWindow();
            Add(_url);

            _urlEntry = new TextEntry();
            Add(_urlEntry);

            _password = new TextWindow();
            Add(_password);

            _passwordEntry = new TextEntry();
            Add(_passwordEntry);

            _urlEntry.Accept += new EventHandler(URLEntry_Accept);
            _urlEntry.Cancel += new EventHandler(URLEntry_Cancel);

            _passwordEntry.Accept += new EventHandler(PasswordEntry_Accept);
            _passwordEntry.Cancel += new EventHandler(PasswordEntry_Cancel);

            _options.Focus();
            _options.ItemActivated += new ItemActivatedEventHandler(OnItemActivated);

            return;
        }
Пример #9
0
    private void updateDataFolder()
    {
        string objectPath2 = "Assets/AP/Assets/Datas/ProjectManagerDatas.asset";
        datasProjectManager _datasProjectManager = AssetDatabase.LoadAssetAtPath(objectPath2, typeof(UnityEngine.Object)) as datasProjectManager;

        string objectPath = "Assets/AP/Assets/Resources/" + _datasProjectManager.currentDatasProjectFolder + "/TextList/wTextnVoices.asset";

        _textList = AssetDatabase.LoadAssetAtPath(objectPath, typeof(UnityEngine.Object)) as TextList;

        serializedObject2 = new UnityEditor.SerializedObject(_textList);
        helpBoxEditor     = serializedObject2.FindProperty("helpBoxEditor");
        diaryList         = serializedObject2.FindProperty("diaryList");
        currentLanguage   = serializedObject2.FindProperty("currentLanguage");
        languageSlot      = diaryList.GetArrayElementAtIndex(currentLanguage.intValue).FindPropertyRelative("_languageSlot");

        _listOfLanguage            = serializedObject2.FindProperty("listOfLanguage");
        showMoreOptions            = serializedObject2.FindProperty("showMoreOptions");
        fisrtTextDisplayedInEditor = serializedObject2.FindProperty("fisrtTextDisplayedInEditor");
        howManyEntryDisplayed      = serializedObject2.FindProperty("howManyEntryDisplayed");
        selectedID          = serializedObject2.FindProperty("selectedID");
        editorType          = serializedObject2.FindProperty("editorType");
        showDefaultLanguage = serializedObject2.FindProperty("showDefaultLanguage");

        updateListOfTitle(currentLanguage.intValue);
    }
Пример #10
0
        public void readDataFromConsole()
        {
            string input = Console.ReadLine();

            while (!string.IsNullOrEmpty(input))
            {
                TextList.Add(input);
                input = Console.ReadLine();
            }
            if (TextList != null)
            {
                foreach (string s in TextList)
                {
                    Console.WriteLine(s);
                }

                for (int i = 0; i <= 5; i++)
                {
                    DataList.Add(TextList[i]);
                }
                Console.WriteLine("Count : {0}", DataList.Count);
                Console.WriteLine("Count : {0}", TextList.Count);
                EnteredDateForAverageFootfallsPerHour      = TextList[6];
                EnteredDateForAverageDailyFootfallsInAWeek = TextList[7];
                MonthAndYear = TextList[8];
                IsDataRead   = true;
            }
        }
Пример #11
0
        public XMSettingsScreen()
        {
            _options = new TextList();
            Add( _options );

            _email = new TextWindow();
            Add( _email );

            _emailEntry = new TextEntry();
            Add( _emailEntry );

            _password = new TextWindow();
            Add( _password );

            _passwordEntry = new TextEntry();
            Add( _passwordEntry );

            _emailEntry.Accept += new EventHandler(EmailEntry_Accept);
            _emailEntry.Cancel += new EventHandler(EmailEntry_Cancel);

            _passwordEntry.Accept += new EventHandler(PasswordEntry_Accept);
            _passwordEntry.Cancel += new EventHandler(PasswordEntry_Cancel);

            _options.Focus();
            _options.ItemActivated += new ItemActivatedEventHandler( OnItemActivated );

            return;
        }
Пример #12
0
        public void TestMultipleElements()
        {
            var elementOne = new Mock <IWebElement>();

            elementOne.SetupGet(x => x.Text).Returns("apple");
            var elementTwo = new Mock <IWebElement>();

            elementTwo.SetupGet(x => x.Text).Returns("bee");
            var elementThree = new Mock <IWebElement>();

            elementThree.SetupGet(x => x.Text).Returns("cat");
            WebDriver.Setup(x => x.FindElements(It.IsAny <By>()))
            .Returns(new List <IWebElement>
            {
                elementOne.Object,
                elementTwo.Object,
                elementThree.Object
            }.AsReadOnly());

            var list = Actor.AsksFor(TextList.For(Locator)).ToList();

            list.Count.Should().Be(3);
            list[0].Should().Be("apple");
            list[1].Should().Be("bee");
            list[2].Should().Be("cat");
        }
Пример #13
0
 private void renameCategoryName(string OldName, string NewName)
 {
     if (NewName == "")
     {
         NewName = null;
     }
     if (OldName == "未分类")            //空名字需要专门处理
     {
         while (db.TextLists.FirstOrDefault(c => c.CategoryName == null) != null)
         {
             TextList modelNew = db.TextLists.Where(a => a.CategoryName == null).FirstOrDefault();
             modelNew.CategoryName = NewName;
             db.SaveChanges();
         }
     }
     else
     {
         while (db.TextLists.FirstOrDefault(c => c.CategoryName == OldName) != null)
         {
             TextList modelNew = db.TextLists.Where(a => a.CategoryName == OldName).FirstOrDefault();
             modelNew.CategoryName = NewName;
             db.SaveChanges();
         }
     }
 }
Пример #14
0
        private void Sort_Click(object sender, EventArgs e)
        {
            List <string> list = Alphabetize();

            list.Sort();
            TextList.Clear();
            Publish(list);
        }
Пример #15
0
        public static EnumContentModel GetContentModel(Element element)
        {
            if (element.tagName == "html")
            {
                return(EnumContentModel.root);
            }
            else if (element.tagName == "body")
            {
                return(EnumContentModel.body);
            }
            else if (ContentModel.MetaList.Contains(element.tagName))
            {
                return(EnumContentModel.metadata);
            }
            else if (SectionList.Contains(element.tagName))
            {
                return(EnumContentModel.section);
            }
            else if (element.tagName == "div" && (element.hasAttribute("class") || element.hasAttribute("id")))
            {
                // when a div has a class or id, it upgraded to a section element.
                return(EnumContentModel.section);
            }
            else if (GroupingList.Contains(element.tagName))
            {
                return(EnumContentModel.grouping);
            }
            else if (TextList.Contains(element.tagName))
            {
                return(EnumContentModel.text);
            }
            else if (EmbeddedList.Contains(element.tagName))
            {
                return(EnumContentModel.embedded);
            }
            else if (TableList.Contains(element.tagName))
            {
                return(EnumContentModel.table);
            }

            else if (FormList.Contains(element.tagName))
            {
                return(EnumContentModel.form);
            }
            else if (Interactive.Contains(element.tagName))
            {
                return(EnumContentModel.interactive);
            }
            else if (Edit.Contains(element.tagName))
            {
                return(EnumContentModel.edit);
            }
            else
            {
                return(EnumContentModel.unknown);
            }
        }
Пример #16
0
    //--> Update feedback ID using unique ID
    private void updateFeedback(int i, int value)
    {
        GameObject obj             = GameObject.Find("ingameGlobalManager");
        TextList   currentFeedback = Resources.Load(obj.GetComponent <ingameGlobalManager>().dataFolder.currentDatasProjectFolder + "/TextList/wFeedback") as TextList;

        if (currentFeedback)
        {
            feedbackIDList.GetArrayElementAtIndex(i).FindPropertyRelative("uniqueID").intValue
                = currentFeedback.diaryList[0]._languageSlot[value].uniqueItemID;
        }
    }
        private static CustomBasicList <PaydayPlayerItem> GetPossiblePlayerList(PaydayGameContainer mainGame, PaydayVMData model)
        {
            CustomBasicList <PaydayPlayerItem> output   = new CustomBasicList <PaydayPlayerItem>();
            CustomBasicList <string>           tempList = model.PopUpList !.TextList.Select(items => items.DisplayText).ToCustomBasicList();

            tempList.ForEach(Name =>
            {
                output.Add(mainGame.PlayerList.Single(Items => Items.NickName == Name));
            });
            return(output);
        }
Пример #18
0
    void OnEnable()
    {
        instance           = this;
        manipulateTextList = new EditorManipulateTextList();

        _MakeTexture();

        string objectPath2 = "Assets/AP/Assets/Datas/ProjectManagerDatas.asset";
        datasProjectManager _datasProjectManager = AssetDatabase.LoadAssetAtPath(objectPath2, typeof(UnityEngine.Object)) as datasProjectManager;


        string objectPath = "Assets/AP/Assets/Resources/" + _datasProjectManager.currentDatasProjectFolder + "/TextList/wTextnVoices.asset";

        _textList = AssetDatabase.LoadAssetAtPath(objectPath, typeof(UnityEngine.Object)) as TextList;


        if (_textList)
        {
        }
        else
        {
            b_inventoryAssetExist = false;
        }
        serializedObject2 = new UnityEditor.SerializedObject(_textList);
        helpBoxEditor     = serializedObject2.FindProperty("helpBoxEditor");

        diaryList                  = serializedObject2.FindProperty("diaryList");
        currentLanguage            = serializedObject2.FindProperty("currentLanguage");
        languageSlot               = diaryList.GetArrayElementAtIndex(currentLanguage.intValue).FindPropertyRelative("_languageSlot");
        _listOfLanguage            = serializedObject2.FindProperty("listOfLanguage");
        showMoreOptions            = serializedObject2.FindProperty("showMoreOptions");
        fisrtTextDisplayedInEditor = serializedObject2.FindProperty("fisrtTextDisplayedInEditor");
        howManyEntryDisplayed      = serializedObject2.FindProperty("howManyEntryDisplayed");
        selectedID                 = serializedObject2.FindProperty("selectedID");
        b_EditSubtitle             = serializedObject2.FindProperty("b_EditSubtitle");
        currentAudioSubtitleEdit   = serializedObject2.FindProperty("currentAudioSubtitleEdit");
        editorType                 = serializedObject2.FindProperty("editorType");
        showDefaultLanguage        = serializedObject2.FindProperty("showDefaultLanguage");

        multipleVoiceOver = serializedObject2.FindProperty("multipleVoiceOver");

        b_ShowEye = serializedObject2.FindProperty("b_ShowEye");



        updateListOfTitle(currentLanguage.intValue);

        subtitleSystem = new EditorSubtitleSystem();

        string objectEye = "Assets/AP/Assets/Textures/Edit/Eye.png";

        eye = AssetDatabase.LoadAssetAtPath(objectEye, typeof(UnityEngine.Object)) as Texture2D;
    }
Пример #19
0
 private void getText()
 {
     this.Text = db.TextLists.Find(tid);
     if (Text == null)
     {
         IsSuccess = false;
     }
     else
     {
         IsSuccess = true;
     }
 }
Пример #20
0
    bool loadDatas()
    {
        bool result = false;

        currentDiary     = Resources.Load(dataFolder.currentDatasProjectFolder + "/TextList/wTextnVoices") as TextList;
        currentInventory = Resources.Load(dataFolder.currentDatasProjectFolder + "/TextList/wItem") as TextList;
        currentInfo      = Resources.Load(dataFolder.currentDatasProjectFolder + "/TextList/wUI") as TextList;
        currentFeedback  = Resources.Load(dataFolder.currentDatasProjectFolder + "/TextList/wFeedback") as TextList;

        result = true;
        return(result);
    }
Пример #21
0
    //--> Wait until the ingameGlbalManager finish his initialization
    IEnumerator Init()
    {
        yield return(new WaitUntil(ingameGlobalManager.instance.r_InitBool));

        inventory = ingameGlobalManager.instance.currentInventory;
        GenerateListOfinventoryEntry(currentPage);

        if (borderObjectSelected)
        {
            borderObjectSelected.gameObject.SetActive(false);
        }
    }
Пример #22
0
 private void removeCategory(string name)
 {
     if (name == "未分类")
     {
         return;                //TODO:若分类本来就为空导致无法删除的异常处理
     }
     //删除分类即分类名置null
     while (db.TextLists.FirstOrDefault(c => c.CategoryName == name) != null)
     {
         TextList modelNew = db.TextLists.Where(a => a.CategoryName == name).FirstOrDefault(); modelNew.CategoryName = null;
         db.SaveChanges();
     }
 }
Пример #23
0
        public void TextListTest()
        {
            var textList = new TextList();

            Assert.AreEqual(0, textList.Count);
            var i = textList.Add("Sample");

            Assert.AreEqual(0, i);
            Assert.AreEqual(0, textList.IndexOf("Sample"));
            Assert.AreEqual(-1, textList.IndexOf("SAMPLE"));
            Assert.AreEqual(-1, textList.IndexOf("Junk"));
            Assert.AreEqual(1, textList.Count);
        }
Пример #24
0
    //--> Display page for a selected entry
    public void showDiaryEntry(int value, TextList currentTextList)
    {
        //Debug.Log (currentTextList.name + " : " + value);
        _currentTextList = currentTextList;

        ingameGlobalManager.instance.canvasPlayerInfos.deactivateObjTitle();
        ingameGlobalManager.instance.canvasPlayerInfos.deactivateObjPuzzleNotAvailable();
        ingameGlobalManager.instance.canvasPlayerInfos.deactivateObjResetPuzzle();
        ingameGlobalManager.instance.voiceOverManager.deactivateObSubtitle();

        if (diaryReaderTxt)
        {
            currentEntryDisplayedOnScreen = value;

            int offset = 0;                                                                             // diary case
            if (_currentTextList == ingameGlobalManager.instance.currentInventory)                      // inventory case
            {
                offset = 1;
            }

            if (currentTextList.diaryList [ingameGlobalManager.instance.currentLanguage]._languageSlot [value].diaryText.Count > 1 + offset)
            {
                nextPageReader.SetActive(true);
            }
            else
            {
                nextPageReader.SetActive(false);
            }

            lastPageReader.SetActive(false);

            //Debug.Log (currentTextList.diaryList [ingameGlobalManager.instance.currentLanguage]._languageSlot [value].diaryText.Count);
            if (currentTextList.diaryList [ingameGlobalManager.instance.currentLanguage]._languageSlot [value].diaryText.Count > 1 &&         // Inventory Case
                currentTextList == ingameGlobalManager.instance.currentInventory)
            {
                currentPageReader   = 1;
                diaryReaderTxt.text = currentTextList.diaryList [ingameGlobalManager.instance.currentLanguage]._languageSlot [value].diaryText [currentPageReader];
            }
            else if (currentTextList.diaryList [ingameGlobalManager.instance.currentLanguage]._languageSlot [value].diaryText.Count > 0 &&           // Diary Case
                     currentTextList == ingameGlobalManager.instance.currentDiary)
            {
                currentPageReader   = 0;
                diaryReaderTxt.text = currentTextList.diaryList [ingameGlobalManager.instance.currentLanguage]._languageSlot [value].diaryText [currentPageReader];
            }
            else
            {
                diaryReaderTxt.text = "PAGE NUMBER = 0. You need to create at least one page for this entry.";
                Debug.Log("INFO : Item has no page");
            }
        }
    }
Пример #25
0
 /// <summary>
 /// Create a new <see cref="GenObjectList"/> list.
 /// </summary>
 /// <param name="data">The generator data containing the list.</param>
 /// <param name="parent">The generator object owning the list.</param>
 /// <param name="classId">The ID of objects in the list.</param>
 /// <param name="subClassDef">The definition of the subclass</param>
 public GenSubClass(GenDataBase data, GenObject parent, int classId, GenDataDefSubClass subClassDef)
 {
     Properties = new NameList {
         "Reference", "Relationship"
     };
     Attributes = new TextList {
         "", ""
     };
     Reference   = "";
     Definition  = subClassDef;
     GenDataBase = data;
     Parent      = parent;
     ClassId     = classId;
 }
Пример #26
0
        public void TestSingleElement()
        {
            var element = new Mock <IWebElement>();

            element.SetupGet(x => x.Text).Returns("apple");
            WebDriver.Setup(x => x.FindElements(It.IsAny <By>())).Returns(new List <IWebElement> {
                element.Object
            }.AsReadOnly());

            var list = Actor.AsksFor(TextList.For(Locator)).ToList();

            list.Count.Should().Be(1);
            list[0].Should().Be("apple");
        }
Пример #27
0
        /** [シングルトン]constructor
         */
        private Render2D()
        {
            //ルート。
            {
                this.root_gameobject      = new UnityEngine.GameObject();
                this.root_gameobject.name = "Render2D";
                UnityEngine.GameObject.DontDestroyOnLoad(this.root_gameobject);
                this.root_transform = this.root_gameobject.GetComponent <UnityEngine.Transform>();
            }

            //イベントシステム作成。入力フィールド用。
            {
                if (Fee.Render2D.Config.CREATE_EVENTYSYSTEM == true)
                {
                    this.eventsystem = Fee.Instantiate.Instantiate.CreateEventSystem("EventSystem", null);
                    UnityEngine.GameObject.DontDestroyOnLoad(this.eventsystem);
                }
            }

            //スクリーン。
            this.screen = new Screen();

            //マテリアルリスト。
            this.materiallist = new Material_List();

            //スプライトリスト。
            this.spritelist = new SpriteList();

            //テキストリスト。
            this.textlist = new TextList();

            //入力フィールドリスト。
            this.inputfieldlist = new InputFieldList();

            //デフォルト。フォント。
            this.default_font = UnityEngine.Resources.GetBuiltinResource <UnityEngine.Font>(Config.DEFAULT_FONT_NAME);

            //レイヤーリスト。
            this.layerlist = new LayerList(this.root_gameobject.GetComponent <UnityEngine.Transform>());

            //バーテックス計算タスク。
            this.task_calcvertex = new Task_CalcVertex(this);

            //ソートリストタスク。
            this.task_sortlist = new Task_SortList(this);

            //callback_on_change_screen_size
            this.callback_on_change_screen_size = null;
        }
Пример #28
0
        private void remove(int tID)
        {
            int      TextID = tID;
            TextList target = db.TextLists.Find(TextID);

            //删除文章所属的所有评论
            while (db.CommitLists.Where(c => c.TextID == TextID).FirstOrDefault() != null)
            {
                db.CommitLists.Remove(db.CommitLists.Where(c => c.TextID == TextID).FirstOrDefault());
                db.SaveChanges();
            }
            //评论删除后再删除文章,以免后续异常
            db.TextLists.Remove(target);
            db.SaveChanges();
        }
Пример #29
0
    void OnEnable()
    {
        //-> Load the needed TextList
        TextProperties      myScript             = (TextProperties)target;
        string              objectPath           = "Assets/AP/Assets/Datas/ProjectManagerDatas.asset";
        datasProjectManager _ProjectManagerDatas = AssetDatabase.LoadAssetAtPath(objectPath, typeof(UnityEngine.Object)) as datasProjectManager;

        string s_dataType = "wTextnVoices.asset";

        if (myScript.editorType == 1)
        {
            s_dataType = "wItem.asset";
        }
        if (myScript.editorType == 2)
        {
            s_dataType = "wUI.asset";
        }
        if (myScript.editorType == 3)
        {
            s_dataType = "wFeedback.asset";
        }

        string objectPath2 = "Assets/AP/Assets/Resources/" + _ProjectManagerDatas.currentDatasProjectFolder + "/TextList/" + s_dataType;

        //Debug.Log (objectPath2);
        TextList tmpTextList = AssetDatabase.LoadAssetAtPath(objectPath2, typeof(UnityEngine.Object)) as TextList;

        myScript.textList = tmpTextList;


        //-> Setup the SerializedProperties.
        SeeInspector        = serializedObject.FindProperty("SeeInspector");
        managerID           = serializedObject.FindProperty("managerID");
        uniqueID            = serializedObject.FindProperty("uniqueID");
        _textList           = serializedObject.FindProperty("textList");
        language_AutoUpdate = serializedObject.FindProperty("language_AutoUpdate");
        b_UIButtonShowTitle = serializedObject.FindProperty("b_UIButtonShowTitle");
        b_UpdateID          = serializedObject.FindProperty("b_UpdateID");


        Find_UniqueId_In_The_TextList();

        Tex_01 = MakeTex(2, 2, new Color(1, .8f, 0.2F, .4f));
    }
        public iTunesSearchScreen()
        {
            _options = new TextList();
            Add(_options);

            _search = new TextWindow();
            Add(_search);

            _searchEntry = new TextEntry();
            Add(_searchEntry);

            _searchEntry.Accept += new EventHandler(SearchEntry_Accept);
            _searchEntry.Cancel += new EventHandler(SearchEntry_Cancel);

            _options.Focus();
            _options.ItemActivated += new ItemActivatedEventHandler(OnItemActivated);

            return;
        }
        public void LoadTextList(CustomBasicList <string> thisList)
        {
            int x;

            x = 1;
            foreach (var firstText in thisList)
            {
                ListViewPieceCP newText = new ListViewPieceCP();
                newText.Index       = x;
                newText.DisplayText = firstText;
                newText.IsEnabled   = true;
                TextList.Add(newText); //try this way.
                x += 1;
            }
            if (TextList.Count == 0)
            {
                throw new BasicBlankException("Failed to load text list");
            }
        }
        public iTunesSearchScreen()
        {
            _options = new TextList();
            Add( _options );

            _search = new TextWindow();
            Add( _search );

            _searchEntry = new TextEntry();
            Add( _searchEntry );

            _searchEntry.Accept += new EventHandler(SearchEntry_Accept);
            _searchEntry.Cancel += new EventHandler(SearchEntry_Cancel);

            _options.Focus();
            _options.ItemActivated += new ItemActivatedEventHandler( OnItemActivated );

            return;
        }
        public ComicsSubscriptionsScreen()
        {
            System.Reflection.Assembly a = System.Reflection.Assembly.GetExecutingAssembly();
            System.IO.FileInfo fi = new System.IO.FileInfo( a.Location );

            // Instructions if no comics are in the XML
            _instructions = new TextWindow();
            Add( _instructions );

            // Show comics from XML
            _availableComics = new TextList();
            Add( _availableComics );

            _availableComics.Focus();
            _availableComics.ItemActivated += new ItemActivatedEventHandler( OnItemActivated );

            // Initialize the sort by variable if it isn't set
            if (!SingletonConfig.Instance.IsSet( "Comics.SortBy" ))
                SingletonConfig.Instance.SetProperty( "Comics.SortBy", "Date" );

            return;
        }