diff --git a/SpriteLibrary/SpriteDatabase.cs b/SpriteLibrary/SpriteDatabase.cs
index f253b48..c1339c5 100644
--- a/SpriteLibrary/SpriteDatabase.cs
+++ b/SpriteLibrary/SpriteDatabase.cs
@@ -8,6 +8,7 @@ using System.Xml;
using System.Xml.Serialization;
using System.Resources;
using System.IO;
+using System.Collections;
namespace SpriteLibrary
{
@@ -203,6 +204,25 @@ namespace SpriteLibrary
return MyImage;
}
+
+ ///
+ /// Return a list of the image names in the Properties.Resources
+ ///
+ ///
+ public List GetImageNames()
+ {
+ List Names = new List();
+ if (myResourceManager == null) return Names;
+ ResourceSet Rs = myResourceManager.GetResourceSet(System.Globalization.CultureInfo.CurrentCulture, true, true);
+ foreach (DictionaryEntry entry in Rs)
+ {
+ string resourceKey = entry.Key.ToString(); //The name
+ object resource = entry.Value; //The object itself
+ if (resource is Image) Names.Add(resourceKey);
+ }
+ return Names;
+ }
+
///
/// This code is mostly handled by the sprite controller. If the SpriteController has a SpriteDatabase
/// registered, then it will automatically ask the SpriteDatabase to create any sprite it does not already
diff --git a/SpriteLibrary/SpriteEntryForm.cs b/SpriteLibrary/SpriteEntryForm.cs
index 7f90650..b51ebd5 100644
--- a/SpriteLibrary/SpriteEntryForm.cs
+++ b/SpriteLibrary/SpriteEntryForm.cs
@@ -261,11 +261,23 @@ namespace SpriteLibrary
private void SetUpEmptyInfo()
{
+ string startingimage = cbStartingImage.Text; //grab whatever we were using last
+ Console.WriteLine("Setting up an empty info rec.");
+ if(startingimage == null || startingimage == "")//If we are not looking at anything yet
+ {
+ List ImageNames = myDatabase.GetImageNames();
+ if (ImageNames.Count > 0)
+ startingimage = ImageNames[0];
+ foreach(string name in ImageNames)
+ Console.WriteLine(" Name: " + name);
+ }
+ Console.WriteLine("NewName=" + startingimage);
TempInformation = new SpriteInfo();
TempInformation.SpriteName = "";
TempInformation.ViewPercent = 100;
AnimationInfo AI = new AnimationInfo();
AI.AnimSpeed = 200;
+ AI.ImageName = startingimage;
AI.FieldsToUse = AnimationType.SpriteDefinition;
AI.Height = 100;
AI.Width = 100;