private async void SummonerSpellListView_SelectionChanged(object sender, SelectionChangedEventArgs e) { if (SummonerSpellListView.SelectedIndex != -1) { Image item = (Image)SummonerSpellListView.SelectedItem; int spellId = Convert.ToInt32(item.Tag); NameToImage spellName = (NameToImage)spellId; var uriSource = Path.Combine(Client.ExecutingDirectory, "Assets", "spell", "Summoner" + spellName + ".png"); if (SelectedSpell1 == 0) { SummonerSpell1.Source = Client.GetImage(uriSource); SummonerSpellListView.Items.Remove(item); SelectedSpell1 = spellId; } else { SummonerSpell2.Source = Client.GetImage(uriSource); await RiotCalls.SelectSpells(SelectedSpell1, spellId); Client.OverlayContainer.Visibility = Visibility.Hidden; } } }
//.................................................................................................................... //Riot why. WHY CAN'T I USE THE NORMAL WAY WITH THE POPUP. WHY DO YOU HAVE TO SEND ALL THE DATA WITH QUEUEING //This is the smartest thing riot has done. private void SummonerSpellListView_SelectionChanged(object sender, SelectionChangedEventArgs e) { if (SummonerSpellListView.SelectedIndex != -1) { Image item = (Image)SummonerSpellListView.SelectedItem; int spellId = Convert.ToInt32(item.Tag); NameToImage spellName = (NameToImage)spellId; var uriSource = new Uri(Path.Combine(Client.ExecutingDirectory, "Assets", "spell", "Summoner" + spellName + ".png"), UriKind.Absolute); if (SelectedSpell1 == 0) { SummonerSpell1.Source = new BitmapImage(uriSource); SummonerSpellListView.Items.Remove(item); SelectedSpell1 = spellId; } else { SummonerSpell2.Source = new BitmapImage(uriSource); SelectSpells(SelectedSpell1, spellId); SpellsGrid.Visibility = Visibility.Hidden; } RenderLegenadryClientPlayerSumSpellIcons(); } }
public static string GetSpellImageName(int spellID) { NameToImage spell = (NameToImage)spellID; return("Summoner" + Enum.GetName(typeof(NameToImage), spell) + ".png"); }