More changes to the documentation
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		| @@ -8,7 +8,9 @@ using System.Windows.Forms; | |||||||
| namespace SpriteLibrary | namespace SpriteLibrary | ||||||
| { | { | ||||||
|     /// <summary> |     /// <summary> | ||||||
|     /// This is a delegate for a keypress event. |     /// This is a delegate for a keypress event.  You do not need to use this directly.  This is defined so you | ||||||
|  |     /// can use the <see cref="SpriteController.RegisterKeyDownFunction(SpriteKeyEventHandler)"/> and | ||||||
|  |     /// <see cref="SpriteController.RegisterKeyUpFunction(SpriteKeyEventHandler)"/> functions. | ||||||
|     /// </summary> |     /// </summary> | ||||||
|     /// <param name="sender"></param> |     /// <param name="sender"></param> | ||||||
|     /// <param name="e"></param> |     /// <param name="e"></param> | ||||||
|   | |||||||
| @@ -39,10 +39,10 @@ namespace SpriteLibrary | |||||||
|     /// A Sprite is an animated image that has a size, position, rotation, and possible vector |     /// A Sprite is an animated image that has a size, position, rotation, and possible vector | ||||||
|     /// It tracks where in the animation sequence it is, can report colisions, etc.  This SpriteController |     /// It tracks where in the animation sequence it is, can report colisions, etc.  This SpriteController | ||||||
|     /// draws, moves, and deals with most graphical aspects of the sprites for you. |     /// draws, moves, and deals with most graphical aspects of the sprites for you. | ||||||
|     /// <para/>You want to read up on <seealso cref="SetName(string)"/> for defining named sprites (Sprite Templates), |     /// <para/>You want to read up on <see cref="SetName(string)"/> for defining named sprites (Sprite Templates), | ||||||
|     /// <seealso cref="SpriteDatabase"/> for creating a database of sprites which are accessed on demand (this is just |     /// <see cref="SpriteDatabase"/> for creating a database of sprites which are accessed on demand (this is just | ||||||
|     /// another way of creating Named Sprites, except you can store them in a database instead of making them |     /// another way of creating Named Sprites, except you can store them in a database instead of making them | ||||||
|     /// programatically), and <seealso cref="SpriteController.DuplicateSprite(string)"/> for how to duplicate a  |     /// programatically), and <see cref="SpriteController.DuplicateSprite(string)"/> for how to duplicate a  | ||||||
|     /// sprite from a sprite template. |     /// sprite from a sprite template. | ||||||
|     /// </summary> |     /// </summary> | ||||||
|     public class Sprite |     public class Sprite | ||||||
| @@ -302,16 +302,24 @@ namespace SpriteLibrary | |||||||
|         /// actual image size. |         /// actual image size. | ||||||
|         /// </summary> |         /// </summary> | ||||||
|         public int VisibleWidth { get { return MySpriteController.ReturnPictureBoxAdjustedWidth(Width); } } |         public int VisibleWidth { get { return MySpriteController.ReturnPictureBoxAdjustedWidth(Width); } } | ||||||
|  |  | ||||||
|         /// <summary> |         /// <summary> | ||||||
|  |         /// A SpritePayload is an object that can be placed along with a Sprite which can hold custom data.  For example, | ||||||
|  |         /// you may want to use it to hold information pertaining to how much damage a particular sprite has taken.  Each | ||||||
|  |         /// Sprite should have its own Payload, so you can track specific information about the individual sprite. | ||||||
|  |         /// </summary> | ||||||
|  |         /// <example> | ||||||
|         /// A Sprite can hold a payload.  Use this to store extra information about the various Sprites.  Health, Armor, |         /// A Sprite can hold a payload.  Use this to store extra information about the various Sprites.  Health, Armor, | ||||||
|         /// Shoot time, etc.  But, to store information in the payload, you need to make a new class of SpritePayload.  The syntax |         /// Shoot time, etc.  But, to store information in the payload, you need to make a new class of SpritePayload.  The syntax | ||||||
|         /// for doing so is:  |         /// for doing so is:  | ||||||
|         /// <code Lang="C#"> |         /// <code Lang="C#"> | ||||||
|         /// public class TankPayload : SpritePayload {  public int Armor; public int Speed; } |         /// public class TankPayload : SpritePayload  | ||||||
|  |         /// {   | ||||||
|  |         /// public int Armor;  | ||||||
|  |         /// public int Speed;  | ||||||
|  |         /// } | ||||||
|         /// </code> |         /// </code> | ||||||
|         /// You can access the payload and retrieve the various values.   |         /// You can access the payload and retrieve the various values.   | ||||||
|         /// </summary> |         /// </example> | ||||||
|         public SpritePayload payload = null; //The user can put anything they want here. |         public SpritePayload payload = null; //The user can put anything they want here. | ||||||
|         //We changed the payload from being an object.  The Object was too vague.  By making it a defined type, |         //We changed the payload from being an object.  The Object was too vague.  By making it a defined type, | ||||||
|         //It helps with some level of type protection. |         //It helps with some level of type protection. | ||||||
| @@ -325,8 +333,8 @@ namespace SpriteLibrary | |||||||
|         /// A delegate that has a SpriteEventArgs instead of EventArgs.  Used for most |         /// A delegate that has a SpriteEventArgs instead of EventArgs.  Used for most | ||||||
|         /// of the Sprite events.  This allows us to pass more information from sprite events than |         /// of the Sprite events.  This allows us to pass more information from sprite events than | ||||||
|         /// a basic EventArgs allows for.  You will see this mainly when you are creating a function for |         /// a basic EventArgs allows for.  You will see this mainly when you are creating a function for | ||||||
|         /// one of the many Sprite Events.  (see: <seealso cref="SpriteHitsPictureBox"/>,  |         /// one of the many Sprite Events.  (see: <see cref="SpriteHitsPictureBox"/>,  | ||||||
|         /// <seealso cref="SpriteAnimationComplete"/>, and <seealso cref="SpriteHitsSprite"/> for a few examples) |         /// <see cref="SpriteAnimationComplete"/>, and <see cref="SpriteHitsSprite"/> for a few examples) | ||||||
|         /// </summary> |         /// </summary> | ||||||
|         /// <param name="sender">The Sprite that triggers the event</param> |         /// <param name="sender">The Sprite that triggers the event</param> | ||||||
|         /// <param name="e">A SpriteEventArgs class which contains Sprite Event values</param> |         /// <param name="e">A SpriteEventArgs class which contains Sprite Event values</param> | ||||||
| @@ -379,6 +387,7 @@ namespace SpriteLibrary | |||||||
|         /// this function fires off.  In the AdvDemo example, the dragon sprite has multiple |         /// this function fires off.  In the AdvDemo example, the dragon sprite has multiple | ||||||
|         /// animations.  At the end of each of them, the game randomly chooses which animation |         /// animations.  At the end of each of them, the game randomly chooses which animation | ||||||
|         /// to show next.  And, it even chooses, every once in a while, to breathe fire. |         /// to show next.  And, it even chooses, every once in a while, to breathe fire. | ||||||
|  |         /// </summary> | ||||||
|         /// <example> |         /// <example> | ||||||
|         /// Here is an example of us defining an explosion Sprite.  We retrieve a named Sprite and set the function on the |         /// Here is an example of us defining an explosion Sprite.  We retrieve a named Sprite and set the function on the | ||||||
|         /// master template to call the SpriteDoneAnimating function whenever the Sprite animation has finished. |         /// master template to call the SpriteDoneAnimating function whenever the Sprite animation has finished. | ||||||
| @@ -407,7 +416,6 @@ namespace SpriteLibrary | |||||||
|         /// } |         /// } | ||||||
|         /// </code> |         /// </code> | ||||||
|         /// </example> |         /// </example> | ||||||
|         /// </summary> |  | ||||||
|         public event SpriteEventHandler SpriteAnimationComplete = delegate { }; |         public event SpriteEventHandler SpriteAnimationComplete = delegate { }; | ||||||
|         /// <summary> |         /// <summary> | ||||||
|         /// This happens when two sprites hit each-other.  The SpriteEventArgs that is returned  |         /// This happens when two sprites hit each-other.  The SpriteEventArgs that is returned  | ||||||
| @@ -662,7 +670,7 @@ namespace SpriteLibrary | |||||||
|         /// an asteroid Sprite, and then send twenty of them bouncing around on the screen. |         /// an asteroid Sprite, and then send twenty of them bouncing around on the screen. | ||||||
|         /// <para/>The best way to do this is to create a "Named Sprite", which you use as a template.  From that point onward, |         /// <para/>The best way to do this is to create a "Named Sprite", which you use as a template.  From that point onward, | ||||||
|         /// you create a duplicate of that sprite.  So the Named Sprite never gets used, it sits there as something that gets |         /// you create a duplicate of that sprite.  So the Named Sprite never gets used, it sits there as something that gets | ||||||
|         /// duplicated every time you want one.  <seealso cref="SpriteController.DuplicateSprite(string)"/> is the function |         /// duplicated every time you want one.  <see cref="SpriteController.DuplicateSprite(string)"/> is the function | ||||||
|         /// you usually use to duplicate a sprite. |         /// you usually use to duplicate a sprite. | ||||||
|         /// </summary> |         /// </summary> | ||||||
|         /// <example> |         /// <example> | ||||||
| @@ -671,7 +679,7 @@ namespace SpriteLibrary | |||||||
|         /// an asteroid Sprite, and then send twenty of them bouncing around on the screen. |         /// an asteroid Sprite, and then send twenty of them bouncing around on the screen. | ||||||
|         /// <para/>The best way to do this is to create a "Named Sprite", which you use as a template.  From that point onward, |         /// <para/>The best way to do this is to create a "Named Sprite", which you use as a template.  From that point onward, | ||||||
|         /// you create a duplicate of that sprite.  So the Named Sprite never gets used, it sits there as something that gets |         /// you create a duplicate of that sprite.  So the Named Sprite never gets used, it sits there as something that gets | ||||||
|         /// duplicated every time you want one.  <seealso cref="SpriteController.DuplicateSprite(string)"/> is the function |         /// duplicated every time you want one.  <see cref="SpriteController.DuplicateSprite(string)"/> is the function | ||||||
|         /// you usually use to duplicate a sprite. |         /// you usually use to duplicate a sprite. | ||||||
|         /// <para/> |         /// <para/> | ||||||
|         /// This example shows how we create a "Named Sprite", which we do not put on the screen.  But instead, we  |         /// This example shows how we create a "Named Sprite", which we do not put on the screen.  But instead, we  | ||||||
| @@ -689,8 +697,8 @@ namespace SpriteLibrary | |||||||
|         ///    NewSprite.MoveTo(TargetSprite); |         ///    NewSprite.MoveTo(TargetSprite); | ||||||
|         ///    NewSprite.MovementSpeed = speed; |         ///    NewSprite.MovementSpeed = speed; | ||||||
|         /// </code> |         /// </code> | ||||||
|         /// There are two related concepts.  You may want to read up on <seealso cref="SpriteController.LinkControllersForSpriteTemplateSharing(SpriteController)"/> |         /// There are two related concepts.  You may want to read up on <see cref="SpriteController.LinkControllersForSpriteTemplateSharing(SpriteController)"/> | ||||||
|         /// to let multiple SpriteControllers look up named Sprites from each-other.  You can also read up on the <seealso cref="SpriteDatabase"/>, which allows you |         /// to let multiple SpriteControllers look up named Sprites from each-other.  You can also read up on the <see cref="SpriteDatabase"/>, which allows you | ||||||
|         /// to define NamedSprites in a database; the SpriteControllers can access the database instead of needing to do an |         /// to define NamedSprites in a database; the SpriteControllers can access the database instead of needing to do an | ||||||
|         /// initial "new Sprite(....);" to create your Sprite Template. |         /// initial "new Sprite(....);" to create your Sprite Template. | ||||||
|         /// </example> |         /// </example> | ||||||
| @@ -1394,19 +1402,20 @@ namespace SpriteLibrary | |||||||
|         } |         } | ||||||
|  |  | ||||||
|         /// <summary> |         /// <summary> | ||||||
|  |         /// Tell the sprite to kill itself.  It will erase itself and then be removed from the SpriteList | ||||||
|  |         /// </summary> | ||||||
|  |         /// <example> | ||||||
|         /// Tell the sprite to kill itself.  It will erase itself and then |         /// Tell the sprite to kill itself.  It will erase itself and then | ||||||
|         /// be removed from the spritelist.  Then it will be gone forever.  Sort-of.  You see, so long as |         /// be removed from the spritelist.  Then it will be gone forever.  Sort-of.  You see, so long as | ||||||
|         /// you still have a variable that has the sprite, that variable will still be able to reference |         /// you still have a variable that has the sprite, that variable will still be able to reference | ||||||
|         /// the Sprite.  The <see cref="Sprite.Destroying"/> value will say that it is trying to be destroyed, |         /// the Sprite.  The <see cref="Sprite.Destroying"/> value will say that it is trying to be destroyed, | ||||||
|         /// but you can still accidentally do something.  You really want to set your variables to null once |         /// but you can still accidentally do something.  You really want to set your variables to null once | ||||||
|         /// you destroy something: |         /// you destroy something: | ||||||
|         /// <example> |  | ||||||
|         /// <code LANG="C#"> |         /// <code LANG="C#"> | ||||||
|         /// MySprite.Destroy(); |         /// MySprite.Destroy(); | ||||||
|         /// MySprite = null; |         /// MySprite = null; | ||||||
|         /// </code> |         /// </code> | ||||||
|         /// </example> |         /// </example> | ||||||
|         /// </summary> |  | ||||||
|         public void Destroy() |         public void Destroy() | ||||||
|         { |         { | ||||||
|             //If we are not already destroying ourselves |             //If we are not already destroying ourselves | ||||||
|   | |||||||
| @@ -14,22 +14,22 @@ namespace SpriteLibrary | |||||||
| { | { | ||||||
|     /// <summary> |     /// <summary> | ||||||
|     /// SpriteLibrary is a .net graphical library for creating and controlling sprites on a PictureBox. |     /// SpriteLibrary is a .net graphical library for creating and controlling sprites on a PictureBox. | ||||||
|     ///  |     /// <para/> | ||||||
|     /// A sprite is an animated image that can be moved around on a |     /// A sprite is an animated image that can be moved around on a | ||||||
|     /// picturebox.  You can give the sprite an initial location, and either move it around manually or give it |     /// picturebox.  You can give the sprite an initial location, and either move it around manually or give it | ||||||
|     /// specific movement controls. |     /// specific movement controls. | ||||||
|     ///  |     /// <para/> | ||||||
|     /// To use this library, you will need to add a reference to it in your project.  You will also need a reference to |     /// To use this library, you will need to add a reference to it in your project.  You will also need a reference to | ||||||
|     /// "Windows Base." |     /// "Windows Base." | ||||||
|     /// In the solution explorer, if you right-click your project and go to "add", and then "reference" and click  |     /// In the solution explorer, if you right-click your project and go to "add", and then "reference" and click  | ||||||
|     /// "WindowsBase" towards the bottom. |     /// "WindowsBase" towards the bottom. | ||||||
|     /// On that same window, on the left, click "browse." Then, click the "Browse..." button and find the sprite-library dll. |     /// On that same window, on the left, click "browse." Then, click the "Browse..." button and find the sprite-library dll. | ||||||
|     /// The main places to find the SpriteLibrary and sample programs using this SpriteLibrary are here:  |     /// The main places to find the SpriteLibrary and sample programs using this SpriteLibrary are here: | ||||||
|     /// <see href="http://www.codeproject.com/Articles/1085446/Using-Sprites-Inside-Windows-Forms"/> |     /// <para/><see href="http://www.codeproject.com/Articles/1085446/Using-Sprites-Inside-Windows-Forms"/> | ||||||
|     /// and |     /// <para/>and | ||||||
|     /// <see href="https://git.solidcharity.com/timy/SpriteLibrary"/> |     /// <para/><see href="https://git.solidcharity.com/timy/SpriteLibrary"/> | ||||||
|     /// and |     /// <para/>and | ||||||
|     /// <see href="http://tyounglightsys.ddns.info/SpriteLibrary"/> |     /// <para/><see href="http://tyounglightsys.ddns.info/SpriteLibrary"/> | ||||||
|     /// </summary> |     /// </summary> | ||||||
|     internal class NamespaceDoc |     internal class NamespaceDoc | ||||||
|     { |     { | ||||||
| @@ -96,9 +96,9 @@ namespace SpriteLibrary | |||||||
|     /// A sprite controller is the main heart of the sprite class.  Each SpriteController manages one picturebox. |     /// A sprite controller is the main heart of the sprite class.  Each SpriteController manages one picturebox. | ||||||
|     /// If at all possible, try to keep each game in one form, and try to avoid making and destroying |     /// If at all possible, try to keep each game in one form, and try to avoid making and destroying | ||||||
|     /// new forms with SpriteController/pictureboxes in them.  It is hard to destroy them completely. |     /// new forms with SpriteController/pictureboxes in them.  It is hard to destroy them completely. | ||||||
|     /// <para/>It is fairly simple to have multiple pictureboxes on one form.  You can <seealso cref="SpriteController.LinkControllersForSpriteTemplateSharing(SpriteController)">link</seealso>  |     /// <para/>It is fairly simple to have multiple pictureboxes on one form.  You can <see cref="SpriteController.LinkControllersForSpriteTemplateSharing(SpriteController)">link</see>  | ||||||
|     /// SpriteControllers, which allows sprite templates (Named Sprites) to be shared between controllers.  You can also use |     /// SpriteControllers, which allows sprite templates (Named Sprites) to be shared between controllers.  You can also use | ||||||
|     /// a <seealso cref="SpriteDatabase"/> to define sprite templates which can be used across multiple PictureBoxes. |     /// a <see cref="SpriteDatabase"/> to define sprite templates which can be used across multiple PictureBoxes. | ||||||
|     /// </summary> |     /// </summary> | ||||||
|     /// <example> |     /// <example> | ||||||
|     /// A sprite controller controls animations and |     /// A sprite controller controls animations and | ||||||
| @@ -1301,6 +1301,16 @@ namespace SpriteLibrary | |||||||
|         /// If you want to have a KeyDown function that is triggered by a keypress function, add the event here. |         /// If you want to have a KeyDown function that is triggered by a keypress function, add the event here. | ||||||
|         /// The event should have the parameters (object sender, KeyEventArgs e) |         /// The event should have the parameters (object sender, KeyEventArgs e) | ||||||
|         /// </summary> |         /// </summary> | ||||||
|  |         /// <example> | ||||||
|  |         /// <code Lang="C#"> | ||||||
|  |         /// MyController.RegisterKeyDownFunction(GameKeyDownFunc); | ||||||
|  |         ///  | ||||||
|  |         /// void GameKeyDownFunc(object sender, KeyEventArgs e) | ||||||
|  |         /// { | ||||||
|  |         ///     Console.WriteLine("Key Pressed: " + e.Key.ToString()); | ||||||
|  |         /// } | ||||||
|  |         /// </code> | ||||||
|  |         /// </example> | ||||||
|         /// <param name="Func">The function to set</param> |         /// <param name="Func">The function to set</param> | ||||||
|         public void RegisterKeyDownFunction(SpriteKeyEventHandler Func) |         public void RegisterKeyDownFunction(SpriteKeyEventHandler Func) | ||||||
|         { |         { | ||||||
| @@ -1311,6 +1321,16 @@ namespace SpriteLibrary | |||||||
|         /// If you want to have a KeyUp function that is triggered by a keypress function, add the event here. |         /// If you want to have a KeyUp function that is triggered by a keypress function, add the event here. | ||||||
|         /// The event should have the parameters (object sender, KeyEventArgs e) |         /// The event should have the parameters (object sender, KeyEventArgs e) | ||||||
|         /// </summary> |         /// </summary> | ||||||
|  |         /// <example> | ||||||
|  |         /// <code Lang="C#"> | ||||||
|  |         /// MyController.RegisterKeyUpFunction(GameKeyUpFunc); | ||||||
|  |         ///  | ||||||
|  |         /// void GameKeyUpFunc(object sender, KeyEventArgs e) | ||||||
|  |         /// { | ||||||
|  |         ///     Console.WriteLine("Key Released: " + e.Key.ToString()); | ||||||
|  |         /// } | ||||||
|  |         /// </code> | ||||||
|  |         /// </example> | ||||||
|         /// <param name="Func">The function to set</param> |         /// <param name="Func">The function to set</param> | ||||||
|         public void RegisterKeyUpFunction(SpriteKeyEventHandler Func) |         public void RegisterKeyUpFunction(SpriteKeyEventHandler Func) | ||||||
|         { |         { | ||||||
|   | |||||||
| @@ -106,6 +106,68 @@ namespace SpriteLibrary | |||||||
|         /// can be the string name of a resource (the filename without the extension.  If your file is accessed |         /// can be the string name of a resource (the filename without the extension.  If your file is accessed | ||||||
|         /// by Properties.Resources.MySprites, the "filename" would be "MySprites") |         /// by Properties.Resources.MySprites, the "filename" would be "MySprites") | ||||||
|         /// </summary> |         /// </summary> | ||||||
|  |         /// <example> | ||||||
|  |         /// 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. | ||||||
|  |         /// <code lang="C#"> | ||||||
|  |         /// 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, "MySprites.xml"); | ||||||
|  |         ///         mySpriteDatabase = new SpriteDatabase(Properties.Resources.ResourceManager, MyFile); | ||||||
|  |         ///          | ||||||
|  |         ///         mySpriteController = new SpriteController(MainDrawingArea, mySpriteDatabase); | ||||||
|  |         ///          | ||||||
|  |         ///         mySpriteDatabase.OpenEditWindow(); | ||||||
|  |         ///         mySpriteDatabase.Save(); | ||||||
|  |         ///     } | ||||||
|  |         /// } | ||||||
|  |         /// </code> | ||||||
|  |         /// 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 <see cref="SpriteController(PictureBox, SpriteDatabase)"/>) | ||||||
|  |         /// 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. | ||||||
|  |         /// <para/> | ||||||
|  |         /// 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. | ||||||
|  |         /// <code lang="C#"> | ||||||
|  |         /// 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, "MySprites.xml"); | ||||||
|  |         ///         //mySpriteDatabase = new SpriteDatabase(Properties.Resources.ResourceManager, MyFile); | ||||||
|  |         ///         mySpriteDatabase = new SpriteDatabase(Properties.Resources.ResourceManager, "MySprites"); | ||||||
|  |         ///          | ||||||
|  |         ///         mySpriteController = new SpriteController(MainDrawingArea, mySpriteDatabase); | ||||||
|  |         ///          | ||||||
|  |         ///         //mySpriteDatabase.OpenEditWindow(); | ||||||
|  |         ///         //mySpriteDatabase.Save(); | ||||||
|  |         ///     } | ||||||
|  |         /// } | ||||||
|  |         /// </code> | ||||||
|  |         /// </example> | ||||||
|         /// <param name="theResourceManager">The ResourceManager for your project.  Usually  |         /// <param name="theResourceManager">The ResourceManager for your project.  Usually  | ||||||
|         /// Properties.Resources.ResourceManager</param> |         /// Properties.Resources.ResourceManager</param> | ||||||
|         /// <param name="filename">Either a path and file (like: @"c:\users\me\Desktop\myfile.xml") or  |         /// <param name="filename">Either a path and file (like: @"c:\users\me\Desktop\myfile.xml") or  | ||||||
|   | |||||||
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