private void ShowHideImages() { // Simple error check if (InMatchState == null) { return; } // Get the current compressed state bool compressed = !InMatchState.MyLibrary.ShowImage; // Flip the state compressed = !compressed; // Store the state to the config Config.CardListCollapsed = compressed; // Set the state of the card lists InMatchState.SetCompressedCardList(compressed); }
internal void SetCardsInMatchTrackingFromBuffered() { InMatchState.SetInMatchStateFromBuffered(); //RaisePropertyChangedEvent(nameof(InMatchState)); }
internal void SetInMatchStateBuffered(InGameTrackerState state) { InMatchState.Init(OrderLibraryCardsBy); InMatchState.SetInMatchStateBuffered(state); }