diff --git a/SpriteLibrary/SpriteDatabase.cs b/SpriteLibrary/SpriteDatabase.cs
index 455e686..44b316a 100644
--- a/SpriteLibrary/SpriteDatabase.cs
+++ b/SpriteLibrary/SpriteDatabase.cs
@@ -9,6 +9,7 @@ using System.Xml.Serialization;
using System.Resources;
using System.IO;
using System.Collections;
+using System.Windows.Forms;
namespace SpriteLibrary
{
@@ -160,6 +161,68 @@ namespace SpriteLibrary
/// Open a Sprite Edit Window. This window does not let you draw a sprite. What it does is to help
/// you define your sprites and makes the process of using Sprites in your program a lot easier.
///
+ ///
+ /// This is an example of how to use a SpriteDatabase.
+ /// When you begin developing your project, you want to start by creating a SpriteDatabase and pointing
+ /// it to a file, and then opening up an EditorWindow.
+ ///
+ /// public partial class MyGameForm : Form
+ /// {
+ /// SpriteController mySpriteController = null;
+ /// SpriteDatabase mySpriteDatabase = null;
+ ///
+ /// public MyGameForm()
+ /// {
+ /// InitializeComponent();
+ /// MainDrawingArea.BackgroundImage = Properties.Resources.Background;
+ /// MainDrawingArea.BackgroundImageLayout = ImageLayout.Stretch;
+ ///
+ /// string Desktop = Environment.GetFolderPath(Environment.SpecialFolder.Desktop);
+ /// string MyFile = Path.Combine(Desktop, "myFile.xml");
+ /// mySpriteDatabase = new SpriteDatabase(Properties.Resources.ResourceManager, MyFile);
+ ///
+ /// mySpriteController = new SpriteController(MainDrawingArea, mySpriteDatabase);
+ ///
+ /// mySpriteDatabase.OpenEditWindow();
+ /// mySpriteDatabase.Save();
+ /// }
+ /// }
+ ///
+ /// The Editor Window will let you find the sprites that are contained in the various images you have
+ /// as resources in your program, and it will save a file with those sprite templates. Any SpriteController
+ /// that you have instantiated with a Sprite Database (see )
+ /// will now be able to create named sprites from the templates defined in the database. After the first use, the
+ /// named sprites will be accessible from within that controller just like any other named sprites.
+ ///
+ /// After you have created your SpriteDatabase file, you will want to add your file to your program resources.
+ /// Then, you will change the SpriteDatabase to use the resource instead of a file. If we named the file
+ /// "MySpriteDatabase.xml", and it got added to your resources with the name "MySpriteDatabase", you would
+ /// pass "MySpriteDatabase" to the database instantiation.
+ ///
+ /// public partial class MyGameForm : Form
+ /// {
+ /// SpriteController mySpriteController = null;
+ /// SpriteDatabase mySpriteDatabase = null;
+ ///
+ /// public MyGameForm()
+ /// {
+ /// InitializeComponent();
+ /// MainDrawingArea.BackgroundImage = Properties.Resources.Background;
+ /// MainDrawingArea.BackgroundImageLayout = ImageLayout.Stretch;
+ ///
+ /// //string Desktop = Environment.GetFolderPath(Environment.SpecialFolder.Desktop);
+ /// //string MyFile = Path.Combine(Desktop, "myFile.xml");
+ /// //mySpriteDatabase = new SpriteDatabase(Properties.Resources.ResourceManager, MyFile);
+ /// mySpriteDatabase = new SpriteDatabase(Properties.Resources.ResourceManager, "MySpriteDatabase");
+ ///
+ /// mySpriteController = new SpriteController(MainDrawingArea, mySpriteDatabase);
+ ///
+ /// //mySpriteDatabase.OpenEditWindow();
+ /// //mySpriteDatabase.Save();
+ /// }
+ /// }
+ ///
+ ///
///
public void OpenEditWindow(int FirstItemIndex=-1)
{