/// <summary> /// 各个Button Enable状态 /// </summary> public void SetEnabledState(ShowStateType state) { for (int i = 0; i < m_buttons.Length; ++i) { if ((state & m_stateTypes[i]) > 0) { m_buttons[i].Enabled = true; } else { m_buttons[i].Enabled = false; } } }
/// <summary> /// 各个Button Visible状态 /// </summary> public void SetVisibleState(ShowStateType state) { for (int i = 0; i < m_buttons.Length; ++i) { if ((state & m_stateTypes[i]) > 0) { m_buttons[i].Visible = true; } else { m_buttons[i].Visible = false; } } OnResize(System.EventArgs.Empty); }
/// <summary> /// ����Button Visible״̬ /// </summary> public void SetVisibleState(ShowStateType state) { for (int i=0; i<m_buttons.Length; ++i) { if ((state & m_stateTypes[i]) > 0) m_buttons[i].Visible = true; else m_buttons[i].Visible = false; } OnResize(System.EventArgs.Empty); }
public void ShowTrademark() { this.showStateValue = ShowStateType.Showing; }
/// <summary> /// ����Button Enable״̬ /// </summary> public void SetEnabledState(ShowStateType state) { for (int i=0; i<m_buttons.Length; ++i) { if ((state & m_stateTypes[i]) > 0) m_buttons[i].Enabled = true; else m_buttons[i].Enabled = false; } }