UWUVCI-AIO-WPF/UWUVCI AIO WPF/UI/Windows/MenuWindow.xaml.cs
NicoAICP 720cffa4cb Path setting now works!
What does it do:
Well you know you can set your paths!
Checks on programm Startup if set folders still exist, if not it will not allow you to inject, since without those essential paths, it will not work.

TODO:
CustomBase in Loadiine format
CustomBase in NUS Format
Base Download
Inject Proccess revamp
Packing/Loadiine output

Should be ready for beta test then
2020-04-02 21:45:24 +02:00

123 lines
3.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using UWUVCI_AIO_WPF.UI.Frames;
using GameBaseClassLibrary;
using UWUVCI_AIO_WPF.UI.Frames.Path;
namespace UWUVCI_AIO_WPF
{
/// <summary>
/// Interaktionslogik für MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
load_frame.Content = new StartFrame();
}
private void ButtonCloseMenu_Click(object sender, RoutedEventArgs e)
{
ButtonOpenMenu.Visibility = Visibility.Visible;
ButtonCloseMenu.Visibility = Visibility.Collapsed;
}
private void ButtonOpenMenu_Click(object sender, RoutedEventArgs e)
{
ButtonOpenMenu.Visibility = Visibility.Collapsed;
ButtonCloseMenu.Visibility = Visibility.Visible;
}
private void MoveWindow(object sender, MouseButtonEventArgs e)
{
try
{
if (e.ChangedButton == MouseButton.Left)
this.DragMove();
}
catch (Exception)
{
}
}
private void DestroyFrame()
{
//(load_frame.Content as IDisposable).Dispose();
load_frame.Content = null;
load_frame.NavigationService.RemoveBackEntry();
}
private void ListView_Click(object sender, MouseButtonEventArgs e)
{
switch ((sender as ListView).SelectedIndex)
{
case 0:
DestroyFrame();
tbTitleBar.Text = "UWUVCI AIO - NDS VC INJECT";
load_frame.Content = new INJECTFRAME(GameConsoles.NDS);
break;
case 1:
DestroyFrame();
tbTitleBar.Text = "UWUVCI AIO - GBA VC INJECT";
load_frame.Content = new INJECTFRAME(GameConsoles.GBA);
break;
case 2:
DestroyFrame();
tbTitleBar.Text = "UWUVCI AIO - N64 VC INJECT";
load_frame.Content = new INJECTFRAME(GameConsoles.N64);
break;
case 3:
DestroyFrame();
tbTitleBar.Text = "UWUVCI AIO - NES VC INJECT";
load_frame.Content = new INJECTFRAME(GameConsoles.NES);
break;
case 4:
DestroyFrame();
tbTitleBar.Text = "UWUVCI AIO - SNES VC INJECT";
load_frame.Content = new INJECTFRAME(GameConsoles.SNES);
break;
case 5:
DestroyFrame();
tbTitleBar.Text = "UWUVCI AIO - SETTINGS";
load_frame.Content = new SettingsFrame(this);
break;
}
}
public void paths(bool remove)
{
load_frame.Content = null;
if (remove)
{
load_frame.Content = new SettingsFrame(this);
}
else
{
load_frame.Content = new Paths(this);
}
}
private void Window_Close(object sender, RoutedEventArgs e)
{
this.Close();
}
private void Window_Minimize(object sender, RoutedEventArgs e)
{
this.WindowState = WindowState.Minimized;
}
}
}