private void netcom_ClientLoginStatus(object sender, ClientLoginEventArgs e) { if (e.Status == NetworkManager.LoginStatus.Success) { Close(); } }
private void netcom_ClientLoggedIn(object sender, ClientLoginEventArgs e) { textPrinter.ForeColor = colorProgram; textPrinter.PrintTextLine("Logged into Second Life as " + netcom.LoginOptions.FullName + "."); textPrinter.ForeColor = colorSLSystem; textPrinter.PrintTextLine("Login reply: " + e.LoginReply); }
private void netcom_ClientLoggedOut(object sender, ClientLoginEventArgs e) { textPrinter.ForeColor = colorProgram; textPrinter.PrintTextLine("Logged out of Second Life."); textPrinter.ForeColor = colorSLSystem; textPrinter.PrintTextLine("Logout reply: " + e.LoginReply); }
private void netcom_ClientLoggedIn(object sender, ClientLoginEventArgs e) { mnuLoginout.Text = "&Logout"; txtInput.Enabled = true; cbxChatType.Enabled = true; this.RefreshWindowTitle(); }
private void netcom_ClientLoggedOut(object sender, ClientLoginEventArgs e) { mnuLoginout.Text = "&Login..."; cbxChatType.Enabled = false; txtInput.Enabled = false; btnSend.Enabled = false; this.RefreshWindowTitle(); }
private void netcom_ClientLoggedIn(object sender, ClientLoginEventArgs e) { //Check if we've already created the chatscreen //and react approprietly. if (!mainCreated) { //create the chat screen and send ourselves //so the chatscreen can reference us easily. MainForm.Show(); mainCreated = true; MainForm.loginVisible = false; this.Hide(); } else { MainForm.Focus(); this.Hide(); } }
private void netcom_ClientLoginError(object sender, ClientLoginEventArgs e) { textPrinter.ForeColor = colorSLSystem; textPrinter.PrintTextLine("Login error: " + e.LoginReply); }
private void netcom_ClientLoggedOut(object sender, ClientLoginEventArgs e) { btnLogin.Enabled = true; }
private void netcom_ClientLoginError(object sender, ClientLoginEventArgs e) { rtbStatus.Text = e.LoginReply; btnLogin.Enabled = true; }