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ReviewDispatches.cs
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ReviewDispatches.cs
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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace WDS_Dispatches {
public partial class ReviewDispatches : Form {
private int _currentDispatchIndex;
private List<Dispatch> _dispatches;
public ReviewDispatches() {
InitializeComponent();
}
public void NextDispatch() {
_currentDispatchIndex = Math.Min(
_dispatches.Count - 1,
_currentDispatchIndex + 1
);
RefreshText();
}
public void PrevDispatch() {
_currentDispatchIndex = Math.Max(
0,
_currentDispatchIndex - 1
);
RefreshText();
}
public void RefreshText() {
Dispatch d = _dispatches[_currentDispatchIndex];
labelMessageSender.Text = d.Sender;
labelMessageRecipient.Text = d.Recipient;
messageBody.Text = d.Message.Trim();
labelXofY.Text = (_currentDispatchIndex + 1) + " / " + _dispatches.Count;
// Enable/disable next/prev buttons based on index
if (_currentDispatchIndex + 1 == _dispatches.Count) {
btnNext.Enabled = false;
} else {
btnNext.Enabled = true;
}
if (_currentDispatchIndex == 0) {
btnPrev.Enabled = false;
} else {
btnPrev.Enabled = true;
}
}
public void SetDispatchDelivery(int turn_num, List<Dispatch> dispatches) {
_dispatches = dispatches;
_currentDispatchIndex = -1;
if(_dispatches.Count == 1) {
// hide the next/prev buttons
btnNext.Visible = false;
btnPrev.Visible = false;
}
this.Text = "Dispatches delivered on turn " + turn_num;
NextDispatch();
}
private void ReviewDispatches_Load(object sender, EventArgs e) {
Activate();
System.Media.SystemSounds.Asterisk.Play();
}
private void btnNext_Click(object sender, EventArgs e) {
NextDispatch();
}
private void btnPrev_Click(object sender, EventArgs e) {
PrevDispatch();
}
}
}