Beyond_Beyaan.Screens.EquipmentSelection.SetControlsAndWindow C# (CSharp) Метод

SetControlsAndWindow() приватный Метод

private SetControlsAndWindow ( ) : void
Результат void
        private void SetControlsAndWindow()
        {
            _columnValues.Clear();
            int width = LABEL_WIDTH + _numOfColumnsVisible * COLUMN_WIDTH + (_scrollBarVisible ? 16 : 0);
            int height = 40 + _maxVisible * 40;
            int left = (_middleX - (width / 2));
            int top = (_middleY - (height / 2));
            string reason; //Unused, since at this point we've already initialized at least once, meaning everything is set up correctly
            _columnNames.Clear();
            _columnNames.Add(new BBLabel());
            _columnNames[0].Initialize(left + 5, top + 10, "Name", System.Drawing.Color.White, out reason);
            _columnValues.Add(new BBLabel[_maxVisible]);
            for (int i = 0; i < _maxVisible; i++)
            {
                _buttons[i].MoveTo(left, top + 40 + (i * 40));
                _buttons[i].ResizeButton(LABEL_WIDTH + _numOfColumnsVisible * COLUMN_WIDTH, 40);
                _columnValues[0][i] = new BBLabel();
                _columnValues[0][i].Initialize(left + 5, top + 50 + (i * 40), string.Empty, System.Drawing.Color.White, out reason);
            }
            left += LABEL_WIDTH;
            for (int i = 1; i <= _numOfColumnsVisible; i++)
            {
                _columnNames.Add(new BBLabel());
                _columnNames[i].Initialize(left + ((i - 1) * COLUMN_WIDTH) + 5, top + 10, string.Empty, System.Drawing.Color.White, out reason);
                _columnValues.Add(new BBLabel[_maxVisible]);
                for (int j = 0; j < _maxVisible; j++)
                {
                    _columnValues[i][j] = new BBLabel();
                    _columnValues[i][j].Initialize(left + ((i - 1) * COLUMN_WIDTH) + 5, top + 50 + (j * 40), string.Empty, System.Drawing.Color.White, out reason);
                }
            }
            //Move and resize the window to fit
            _xPos = (_gameMain.ScreenWidth / 2) - (width / 2) - 10;
            _yPos = (_gameMain.ScreenHeight / 2) - (height / 2) - 10;
            _backGroundImage.Resize(width + 20, height + 20);
            _backGroundImage.MoveTo(_xPos, _yPos);
            _scrollBar.MoveTo(left + _numOfColumnsVisible * COLUMN_WIDTH, top + 40);

            switch (_equipmentType)
            {
                case EquipmentType.ARMOR:
                    {
                        _columnNames[0].SetText("Armor Type");
                        _columnNames[1].SetText("Cost");
                        _columnNames[2].SetText("Space");
                    } break;
                case EquipmentType.COMPUTER:
                    {
                        _columnNames[0].SetText("Computer Type");
                        _columnNames[1].SetText("Cost");
                        _columnNames[2].SetText("Size");
                        _columnNames[3].SetText("Power");
                        _columnNames[4].SetText("Space");
                    } break;
                case EquipmentType.SHIELD:
                    {
                        _columnNames[0].SetText("Shield Type");
                        _columnNames[1].SetText("Cost");
                        _columnNames[2].SetText("Size");
                        _columnNames[3].SetText("Power");
                        _columnNames[4].SetText("Space");
                    } break;
                case EquipmentType.ECM:
                    {
                        _columnNames[0].SetText("ECM Type");
                        _columnNames[1].SetText("Cost");
                        _columnNames[2].SetText("Size");
                        _columnNames[3].SetText("Power");
                        _columnNames[4].SetText("Space");
                    } break;
                case EquipmentType.ENGINE:
                    {
                        _columnNames[0].SetText("Engine Type");
                        _columnNames[1].SetText("Cost");
                        _columnNames[2].SetText("Size");
                        _columnNames[3].SetText("# Required");
                        _columnNames[4].SetText("Space");
                    } break;
                case EquipmentType.MANEUVER:
                    {
                        _columnNames[0].SetText("Maneuver Level");
                        _columnNames[1].SetText("Speed");
                        _columnNames[2].SetText("Cost");
                        _columnNames[3].SetText("Power");
                        _columnNames[4].SetText("Space");
                    } break;
                case EquipmentType.WEAPON:
                    {
                        _columnNames[1].SetText("Damage");
                        _columnNames[2].SetText("Cost");
                        _columnNames[3].SetText("Size");
                        _columnNames[4].SetText("Power");
                        _columnNames[5].SetText("Space");
                        _columnNames[6].SetText("Max Mounts");
                    } break;
            }
        }