/// <summary> /// When the character changes, we invalidate the repainting. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void EveClient_CharacterChanged(object sender, CharacterChangedEventArgs e) { var ccpCharacter = e.Character as CCPCharacter; // Current character isn't a CCP character, so can't have a Queue. if (ccpCharacter == null) return; if (m_skillQueue == null || ccpCharacter.SkillQueue != m_skillQueue) return; this.Invalidate(); }
/// <summary> /// When the character changed, we refresh the content /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void EveClient_CharacterChanged(object sender, CharacterChangedEventArgs e) { if (e.Character != Character) return; UpdateContent(); }
/// <summary> /// Handles the MarketOrdersChanged event of the EveClient control. /// </summary> /// <param name="sender">The source of the event.</param> /// <param name="e">The <see cref="EVEMon.Common.CharacterChangedEventArgs"/> instance containing the event data.</param> private void EveClient_MarketOrdersChanged(object sender, CharacterChangedEventArgs e) { // No need to do this if control is not visible if (!Visible) return; FormatBalance(); }
/// <summary> /// Occurs when new plans are added or removed to the collection /// </summary> /// <param name="sender"></param> /// <param name="e"></param> void EveClient_CharacterPlanCollectionChanged(object sender, CharacterChangedEventArgs e) { UpdateContent(true); }
/// <summary> /// When the research points change update the list. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> void EveClient_CharacterResearchPointsChanged(object sender, CharacterChangedEventArgs e) { var ccpCharacter = Character as CCPCharacter; if (e.Character != ccpCharacter) return; ResearchPoints = ccpCharacter.ResearchPoints; UpdateColumns(); }
/// <summary> /// Handles the CharacterChanged event of the EveClient control. /// </summary> /// <param name="sender">The source of the event.</param> /// <param name="e">The <see cref="EVEMon.Common.CharacterChangedEventArgs"/> instance containing the event data.</param> private void EveClient_CharacterChanged(object sender, CharacterChangedEventArgs e) { // No need to do this if control is not visible if (!Visible) return; UpdateInfrequentControls(); }
/// <summary> /// When the character changed, we need to update training time and such. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> void EveClient_CharacterChanged(object sender, CharacterChangedEventArgs e) { if (e.Character != m_character) return; UpdatePlanStatus(); }
/// <summary> /// When a character changes (skill completed, now data from CCP, etc), update the characters list /// </summary> /// <param name="sender"></param> /// <param name="e"></param> void EveClient_CharacterChanged(object sender, CharacterChangedEventArgs e) { UpdateCharactersList(); }
/// <summary> /// When the character changes, the displayed names changes too. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> void EveClient_CharacterChanged(object sender, CharacterChangedEventArgs e) { m_refreshingCharactersCounter++; UpdateCharactersListContent(); m_refreshingCharactersCounter--; }
/// <summary> /// When a character is clicked on the overview, select the appropriate tab. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void overview_CharacterClicked(object sender, CharacterChangedEventArgs e) { foreach (TabPage tab in tcCharacterTabs.TabPages) { var character = tab.Tag as Character; if (character == e.Character) { tcCharacterTabs.SelectedTab = tab; return; } } }
/// <summary> /// When the character change, some entries may now be known, so we reupdate everything. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void EveClient_CharacterChanged(object sender, CharacterChangedEventArgs e) { if (!Visible || e.Character != m_character) return; UpdateDisplayPlan(); UpdateSkillList(true); }