/// <summary> /// Constructor for the mod settings window. /// </summary> /// <param name="mod">Mod whose values are to be exposed on screen.</param> public ModSettingsWindow(IUserInterfaceManager uiManager, Mod mod) : base(uiManager) { this.mod = mod; settings = ModSettingsData.Make(mod); settings.SaveDefaults(); settings.LoadLocalValues(); }
/// <summary> /// Constructor for the mod settings window. /// </summary> /// <param name="mod">Mod whose values are to be exposed on screen.</param> /// <param name="liveChange">True if the game is already running.</param> public ModSettingsWindow(IUserInterfaceManager uiManager, Mod mod, bool liveChange = false) : base(uiManager) { this.mod = mod; this.liveChange = liveChange; settings = ModSettingsData.Make(mod); settings.SaveDefaults(); settings.LoadLocalValues(); }
/// <summary> /// Import settings for a mod. /// </summary> /// <param name="mod">Mod to load settings for.</param> internal ModSettings(Mod mod) { if (!mod.HasSettings) { throw new ArgumentException(string.Format("{0} has no settings.", mod.Title), "mod"); } this.mod = mod; data = ModSettingsData.Make(mod); data.LoadLocalValues(); }
/// <summary> /// Constructor for the mod settings window. /// </summary> /// <param name="mod">Mod whose values are to be exposed on screen.</param> /// <param name="liveChange">True if the game is already running.</param> public ModSettingsWindow(IUserInterfaceManager uiManager, Mod mod, bool liveChange = false) : base(uiManager) { this.mod = mod; this.liveChange = liveChange; // Make room for warning label about applying settings during runtime columnHeight = liveChange ? 155 : 165; settings = ModSettingsData.Make(mod); settings.SaveDefaults(); settings.LoadLocalValues(); }