private void placesconsole_SelectedIndexChanged(object sender, EventArgs e) { //DirectoryManager.PlacesSearchData eid = placesconsole.SelectedPlaceUUID; DirectoryManager.PlacesSearchData iplc = placesconsole.SelectedName; ////client.Directory.EventInfoRequest(eid); placesconsole.DisplayPlace(iplc); }
// UI thread public void DisplayPlace(DirectoryManager.PlacesSearchData place) { if (place.Name == null) { return; } string sForSale = ""; if (place.Price > 0) { sForSale = "For Sale for L$" + place.Price.ToString(); } txtName.Text = place.Name; txtDescription.Text = place.Desc; txtInformation.Text = "Traffic: " + place.Dwell + " Area: " + place.ActualArea.ToString() + " sq. m. " + sForSale; // Can't figure out how this is done so I am commenting // this feature out. If you know how it's done // go ahead and implement it //string LandFlag = ""; //if ((place.Flags & Parcel.ParcelFlags.MaturePublish) == Parcel.ParcelFlags.MaturePublish) //{ // byte sflag = place.Flags; // LandFlag = " (Mature)"; //} //txtLocation.Text += LandFlag; // Convert Global pos to local float locX = (float)place.GlobalX;; float locY = (float)place.GlobalY; float locX1; float locY1; Helpers.GlobalPosToRegionHandle(locX, locY, out locX1, out locY1); fX = locX1; fY = locY1; fZ = (float)place.GlobalZ; sSIM = place.SimName; txtLocation.Text = place.SimName.ToString() + " " + fX.ToString() + ", " + fY.ToString() + ", " + fZ.ToString(); }