public override object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { int game_gen_index = 0; build_type build_type = (build_type)0; var vis = Visibility.Collapsed; if (ToolkitProfiles.SettingsList != null && (int)value >= 0) { //Not sure what to do here. Crashes designer otherwise cause the list or value is empty game_gen_index = ToolkitProfiles.SettingsList[(int)value].game_gen; build_type = ToolkitProfiles.SettingsList[(int)value].build_type; } else { vis = Visibility.Visible; } if (parameter is string && Int32.Parse(parameter as string) == game_gen_index) { if (build_type == build_type.release_mcc) { vis = Visibility.Visible; } } return(vis); }
private void profile_selection_SelectionChanged(object sender, SelectionChangedEventArgs e) { setting_profile = true; profile_name.Text = ""; tool_path.Text = ""; sapien_path.Text = ""; guerilla_path.Text = ""; gen_type.SelectedIndex = 0; build_type.SelectedIndex = 0; community_tools.IsChecked = false; data_path.Text = ""; tag_path.Text = ""; verbose.IsChecked = false; game_path.Text = ""; game_exe_path.Text = ""; if (profile_select != null && profile_select.SelectedItem != null && ToolkitProfiles.SettingsList.Count > profile_select.SelectedIndex && profile_select.SelectedIndex >= 0) { build_type build_type_enum = ToolkitProfiles.SettingsList[profile_select.SelectedIndex].build_type; profile_name.Text = ToolkitProfiles.SettingsList[profile_select.SelectedIndex].profile_name; tool_path.Text = ToolkitProfiles.SettingsList[profile_select.SelectedIndex].tool_path; sapien_path.Text = ToolkitProfiles.SettingsList[profile_select.SelectedIndex].sapien_path; guerilla_path.Text = ToolkitProfiles.SettingsList[profile_select.SelectedIndex].guerilla_path; gen_type.SelectedIndex = ToolkitProfiles.SettingsList[profile_select.SelectedIndex].game_gen; build_type.SelectedIndex = (int)build_type_enum; community_tools.IsChecked = ToolkitProfiles.SettingsList[profile_select.SelectedIndex].community_tools; data_path.Text = ToolkitProfiles.SettingsList[profile_select.SelectedIndex].data_path; tag_path.Text = ToolkitProfiles.SettingsList[profile_select.SelectedIndex].tag_path; verbose.IsChecked = ToolkitProfiles.SettingsList[profile_select.SelectedIndex].verbose; game_path.Text = ToolkitProfiles.SettingsList[profile_select.SelectedIndex].game_path; game_exe_path.Text = ToolkitProfiles.SettingsList[profile_select.SelectedIndex].game_exe_path; } setting_profile = false; }
public override object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { build_type build_type = (build_type)0; var vis = Visibility.Collapsed; if (ToolkitProfiles.SettingsList != null && (int)value >= 0) { //Not sure what to do here. Crashes designer otherwise cause the list or value is empty build_type = (build_type)(int)value; } else { vis = Visibility.Visible; } if (build_type == build_type.release_mcc) { vis = Visibility.Visible; } return(vis); }
public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { var vis = Visibility.Collapsed; string build_type = "release_mcc"; if (ToolkitProfiles.SettingsList != null && (int)value >= 0) //Not sure what to do here. Crashes designer otherwise cause the list or value is empty { build_type build_type_item = (build_type)value; build_type = Enum.GetName(typeof(build_type), build_type_item); } else { vis = Visibility.Visible; } if (build_type == "release_mcc") { vis = Visibility.Visible; } return(vis); }
public override object Convert(object value, Type targetType, object parameter, CultureInfo culture) { build_type build_type = (build_type)0; bool community_tools = false; int game_gen_index = 0; var vis = Visibility.Collapsed; if (ToolkitProfiles.SettingsList != null && (int)value >= 0) { //Not sure what to do here. Crashes designer otherwise cause the list or value is empty game_gen_index = ToolkitProfiles.SettingsList[(int)value].game_gen; build_type = ToolkitProfiles.SettingsList[(int)value].build_type; community_tools = ToolkitProfiles.SettingsList[(int)value].community_tools; if (parameter is string && Int32.Parse(parameter as string) == 0) { //Gen 1 dropdown if (game_gen_index == 0) { vis = Visibility.Visible; } } else { //Gen 2 dropdown if (game_gen_index == 1) { vis = Visibility.Visible; } } } else { //Either we're in desinger or there are no profiles. Reveal ourselves either way. vis = Visibility.Visible; } return(vis); }