Esempio n. 1
0
        private void Form1_Load(object sender, EventArgs e)
        {
            Random rand = new Random();

            SpellBarCollection.Clear(); // YGE : clears the spellbar list ;)
            int iMax = rand.Next(5, 15);

            // YGE : creating iMax random bars
            for (int i = 0; i < iMax; ++i)
            {
                // YGE: Creates a SpellBar ref, fills it and display it
                spellbar SpellBar1 = new spellbar();
                SpellBar1.Location      = new Point(10, 10 + i * 36);
                SpellBar1.spellDuration = rand.Next(10, 90);
                SpellBar1.spellName     = "Spell " + i;
                SpellBar1.EnableBox();

                SpellBar1.TimeIsUpEvent += SpellBarTimeIsUp; // YGE: this is an event that i added in Spellbar.cs

                panel1.Controls.Add(SpellBar1);              // YGE : That s just to display my component

                SpellBarCollection.Add(SpellBar1);           // YGE : add the spellbar reference to my List.
            }


            // add Watchers to the file, function will be called everytime the specified file is changed, created or deleted ... blabla
            //FileSystemWatcher _watcher = new FileSystemWatcher();
            //_watcher.Path = "c:\\everquest\\logs\\eqlog_Mortalitas_antonius.txt";
            System.IO.FileSystemWatcher _watcher = new System.IO.FileSystemWatcher("c:\\everquest\\logs\\", "eqlog_Mortalitas_antonius.txt");
            //System.IO.FileSystemWatcher _watcher = new System.IO.FileSystemWatcher("c:\\everquest\logs\", "eqlog_Mortalitas_antonius.txt");

            FileSystemEventHandler handler = new FileSystemEventHandler(watcher_Changed);

            _watcher.Changed += handler;
            _watcher.Created += handler;
            _watcher.Deleted += handler;
            // Without setting EnableRaisingEvents nothing happens
            _watcher.EnableRaisingEvents = true;
        }
Esempio n. 2
0
        public void SpellBarTimeIsUp(object sender, SpellBarEventArgs e)
        {
            // YGE : Ok, called when a bar reaches 0 !!
            Debug.WriteLine(e.spellName + " bar reached 0");

            // YGE : now, i parse my ArrayList to find and remove that spellbar
            // can do it with a while, for or an iterator

            int NumToKill = -1;

            for (int i = 0; i < SpellBarCollection.Count; ++i)
            {
                spellbar SpellBarRef = (spellbar)SpellBarCollection[i]; // cast my ArrayListMember to a SpellBar

                if (SpellBarRef.spellName == e.spellName)               // YGE : i got the spell name that reaches 0 from the event, could probably pass a SpellBar Reference too, or cast the "sender" object
                {
                    NumToKill = i;
                }
            }

            // YGE : found it, i stop displaying it, and kill it
            if (NumToKill > 0)
            {
                spellbar SpellBarToKill = (spellbar)SpellBarCollection[NumToKill];
                panel1.Controls.Remove(SpellBarToKill); // YGE : Remove it from the panel
                SpellBarCollection.RemoveAt(NumToKill); // YGE : Remove it from my list
                // the garbage collector will remove the unused spellbar from memory automatically, as long as it s not referenced anywhere anymore

                // YGE : now, i fill the blanks in the display
                for (int i = 0; i < SpellBarCollection.Count; ++i)
                {
                    spellbar SpellBarRef = (spellbar)SpellBarCollection[i];

                    SpellBarRef.Location = new Point(10, 10 + i * 36);
                }
            }
        }