private void ClearPseudoAttributeConstraints()
 {
     _addedPseudoAttributes.Clear();
     PseudoAttributeConstraints.Clear();
     PseudoAttributesView.Refresh();
     PseudoAttributesView.MoveCurrentToFirst();
     NewPseudoAttributeConstraint =
         new PseudoAttributeConstraint(PseudoAttributesView.CurrentItem as PseudoAttribute);
 }
 /// <summary>
 /// Reloads the possible PseudoAttributes from the filesystem.
 /// Resets PseudoAttributeConstraints entered by the user.
 /// </summary>
 private void ReloadPseudoAttributes()
 {
     _addedPseudoAttributes.Clear();
     _pseudoAttributes.Clear();
     foreach (var pseudo in _pseudoAttributeLoader.LoadPseudoAttributes())
     {
         _pseudoAttributes.Add(pseudo);
     }
     PseudoAttributeConstraints.Clear();
     PseudoAttributesView.MoveCurrentToFirst();
     NewPseudoAttributeConstraint = new PseudoAttributeConstraint(PseudoAttributesView.CurrentItem as PseudoAttribute);
 }
 public override void Reset()
 {
     _addedAttributes.Clear();
     AttributeConstraints.Clear();
     AttributesView.Refresh();
     AttributesView.MoveCurrentToFirst();
     NewAttributeConstraint = new AttributeConstraint(AttributesView.CurrentItem as string);
     _addedPseudoAttributes.Clear();
     PseudoAttributeConstraints.Clear();
     PseudoAttributesView.Refresh();
     PseudoAttributesView.MoveCurrentToFirst();
     NewPseudoAttributeConstraint =
         new PseudoAttributeConstraint(PseudoAttributesView.CurrentItem as PseudoAttribute);
     TreePlusItemsMode = TreePlusItemsModeDefaultValue;
     WeaponClass       = WeaponClassDefaultValue;
     OffHand           = OffHandDefaultValue;
     Tags = TagsDefaultValue;
 }
 /// <summary>
 /// Reloads the possible PseudoAttributes from the filesystem.
 /// Resets PseudoAttributeConstraints entered by the user.
 /// </summary>
 private void ReloadPseudoAttributes()
 {
     _addedPseudoAttributes.Clear();
     _pseudoAttributes.Clear();
     foreach (var pseudo in _pseudoAttributeLoader.LoadPseudoAttributes())
     {
         _pseudoAttributes.Add(pseudo);
     }
     PseudoAttributeConstraints.Clear();
     PseudoAttributesView.MoveCurrentToFirst();
     NewPseudoAttributeConstraint = new PseudoAttributeConstraint(PseudoAttributesView.CurrentItem as PseudoAttribute);
 }
 public override void Reset()
 {
     _addedAttributes.Clear();
     AttributeConstraints.Clear();
     AttributesView.Refresh();
     AttributesView.MoveCurrentToFirst();
     NewAttributeConstraint = new AttributeConstraint(AttributesView.CurrentItem as string);
     _addedPseudoAttributes.Clear();
     PseudoAttributeConstraints.Clear();
     PseudoAttributesView.Refresh();
     PseudoAttributesView.MoveCurrentToFirst();
     NewPseudoAttributeConstraint =
         new PseudoAttributeConstraint(PseudoAttributesView.CurrentItem as PseudoAttribute);
     TreePlusItemsMode = TreePlusItemsModeDefaultValue;
     WeaponClass = WeaponClassDefaultValue;
     OffHand = OffHandDefaultValue;
     Tags = TagsDefaultValue;
 }
 private void ClearPseudoAttributeConstraints()
 {
     _addedPseudoAttributes.Clear();
     PseudoAttributeConstraints.Clear();
     PseudoAttributesView.Refresh();
     PseudoAttributesView.MoveCurrentToFirst();
     NewPseudoAttributeConstraint =
         new PseudoAttributeConstraint(PseudoAttributesView.CurrentItem as PseudoAttribute);
 }