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Configurator.cs
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Configurator.cs
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using System.Configuration;
using System.Collections.Generic;
using System.Linq;
namespace FocusTreeManager
{
public class LanguageSelector
{
public string Name { get; set; }
public string FileName { get; set; }
}
public static class Configurator
{
public static string getLanguage()
{
return Properties.Settings.Default.Language;
}
public static void setLanguage(string Language)
{
Properties.Settings.Default.Language = Language;
Properties.Settings.Default.Save();
}
public static List<LanguageSelector> returnAllLanguages()
{
string Languages = Properties.Resources.Languages;
return Languages.Split(',').Select(language => new LanguageSelector
{
FileName = language.Split(';')[0], Name = language.Split(';')[1]
}).ToList();
}
public static void setGamePath(string path)
{
Properties.Settings.Default.Path = path;
Properties.Settings.Default.Save();
}
public static string getGamePath()
{
return Properties.Settings.Default.Path;
}
public static void setFirstStart()
{
Properties.Settings.Default.IsFirstStart = true;
Properties.Settings.Default.Save();
}
public static bool getFirstStart()
{
return Properties.Settings.Default.IsFirstStart;
}
public static void setScripterPreference(string preference)
{
Properties.Settings.Default.ScripterPreference = preference;
Properties.Settings.Default.Save();
}
public static string getScripterPreference()
{
return Properties.Settings.Default.ScripterPreference;
}
public static void setEditorShowStruct(bool preference)
{
Properties.Settings.Default.EditorShowStruct = preference;
Properties.Settings.Default.Save();
}
public static bool getEditorShowStruct()
{
return Properties.Settings.Default.EditorShowStruct;
}
public static void setEditorShowPlan(bool preference)
{
Properties.Settings.Default.EditorShowPlan = preference;
Properties.Settings.Default.Save();
}
public static bool getEditorShowPlan()
{
return Properties.Settings.Default.EditorShowPlan;
}
}
}