using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using Microsoft.Surface;
using Microsoft.Surface.Presentation;
using Microsoft.Surface.Presentation.Controls;
using System.ComponentModel;
namespace FingersDance.Control.UserPanel
{
/// <summary>
/// Interaction logic for TagVisuSoundControl.xaml
/// </summary>
public partial class TagVisuSoundControl : TagVisualization
{
//Base sound
int sound =5;
int lastlevel = 0;
//Vars For Debug
List<int> listniveau = new List<int>();
List<int> listsound = new List<int>();
public TagVisuSoundControl()
{
InitializeComponent();
lastlevel = 1;
TagVisuSoundLevelUpdate(0);
volumeModel.Visibility = Visibility.Hidden;
#if DEBUG
volumeModel.Visibility = Visibility.Visible;
#endif
}
private void TagVisuSoundControl_Loaded(object sender, RoutedEventArgs e)
{
//TODO: customize TagVisuSoundControl's UI based on this.VisualizedTag here
}
//This Method Make the different elipses visible in accordance to the viriable "niveau"
public int TagVisuSoundLevelUpdate(int niveau)
{
int nbelipsesvisible = -1;
int tempsound = 0;
//--DEBUG listniveau.Add(niveau);
if (Math.Abs(lastlevel - niveau) == 1)
{
lastlevel = niveau;
tempsound = sound + niveau;
if (tempsound > -1 && tempsound < 11)
{
nbelipsesvisible = 0;
//--DEBUG listsound.Add(tempsound);
for (int i = 1; i <= tempsound; i++)
{
switch (i)
{
case 1:
elipse01.Visibility = Visibility.Visible;
nbelipsesvisible++;
break;
case 2:
elipse02.Visibility = Visibility.Visible;
nbelipsesvisible++;
break;
case 3:
elipse03.Visibility = Visibility.Visible;
nbelipsesvisible++;
break;
case 4:
elipse04.Visibility = Visibility.Visible;
nbelipsesvisible++;
break;
case 5:
elipse05.Visibility = Visibility.Visible;
nbelipsesvisible++;
break;
case 6:
elipse06.Visibility = Visibility.Visible;
nbelipsesvisible++;
break;
case 7:
elipse07.Visibility = Visibility.Visible;
nbelipsesvisible++;
break;
case 8:
elipse08.Visibility = Visibility.Visible;
nbelipsesvisible++;
break;
case 9:
elipse09.Visibility = Visibility.Visible;
nbelipsesvisible++;
break;
case 10:
elipse10.Visibility = Visibility.Visible;
nbelipsesvisible++;
break;
}
}
for (int i = tempsound + 1; i < 11; i++)
{
switch (i)
{
case 1:
elipse01.Visibility = Visibility.Hidden;
break;
case 2:
elipse02.Visibility = Visibility.Hidden;
break;
case 3:
elipse03.Visibility = Visibility.Hidden;
break;
case 4:
elipse04.Visibility = Visibility.Hidden;
break;
case 5:
elipse05.Visibility = Visibility.Hidden;
break;
case 6:
elipse06.Visibility = Visibility.Hidden;
break;
case 7:
elipse07.Visibility = Visibility.Hidden;
break;
case 8:
elipse08.Visibility = Visibility.Hidden;
break;
case 9:
elipse09.Visibility = Visibility.Hidden;
break;
case 10:
elipse10.Visibility = Visibility.Hidden;
break;
}
}
}
}
return nbelipsesvisible;
}
}
}