/// <summary> /// Duplicates a filter. /// </summary> public void DuplicateFilter(int slotToDuplicate) { Data.Log("Duplicate a Filter"); if (Slot[slotToDuplicate].SlotType == SlotTypes.OpenFilter && OpenFilters < MaxOpenFilters || Slot[slotToDuplicate].SlotType == SlotTypes.CloseFilter && CloseFilters < MaxCloseFilters) { IndicatorSlot tempSlot = Slot[slotToDuplicate].Clone(); if (Slot[slotToDuplicate].SlotType == SlotTypes.OpenFilter) { int addedSlot = AddOpenFilter(); Slot[addedSlot] = tempSlot.Clone(); } if (Slot[slotToDuplicate].SlotType == SlotTypes.CloseFilter) { int addedSlot = AddCloseFilter(); Slot[addedSlot] = tempSlot.Clone(); } // Sets the slot numbers. for (int slot = 0; slot < Slots; slot++) { indicatorSlot[slot].SlotNumber = slot; } } }
/// <summary> /// Adds a new Close Filter to the strategy. /// </summary> /// <returns>The number of new Close Filter Slot.</returns> public int AddCloseFilter() { Data.Log("Adding a Close Filter"); CloseFilters++; IndicatorSlot[] aIndSlotOld = (IndicatorSlot[])indicatorSlot.Clone(); indicatorSlot = new IndicatorSlot[Slots]; int newSlotNumb = Slots - 1; // The number of new close filter slot. // Copy all old slots. for (int slot = 0; slot < newSlotNumb; slot++) { indicatorSlot[slot] = aIndSlotOld[slot]; } // Create the new slot. indicatorSlot[newSlotNumb] = new IndicatorSlot(); indicatorSlot[newSlotNumb].SlotType = SlotTypes.CloseFilter; // Sets the slot numbers. for (int slot = 0; slot < Slots; slot++) { indicatorSlot[slot].SlotNumber = slot; } return(newSlotNumb); }
/// <summary> /// Adds a new Open Filter to the strategy. /// </summary> /// <returns>The number of new Open Filter Slot.</returns> public int AddOpenFilter() { Data.Log("Adding an Open Filter"); OpenFilters++; IndicatorSlot[] aIndSlotOld = (IndicatorSlot[])indicatorSlot.Clone(); indicatorSlot = new IndicatorSlot[Slots]; int newSlotNumb = OpenFilters; // The number of new open filter slot. // Copy the open slot and all old open filters. for (int slot = 0; slot < newSlotNumb; slot++) { indicatorSlot[slot] = aIndSlotOld[slot]; } // Copy the close slot and all close filters. for (int slot = newSlotNumb + 1; slot < Slots; slot++) { indicatorSlot[slot] = aIndSlotOld[slot - 1]; } // Create the new slot. indicatorSlot[newSlotNumb] = new IndicatorSlot(); indicatorSlot[newSlotNumb].SlotType = SlotTypes.OpenFilter; // Sets the slot numbers. for (int slot = 0; slot < Slots; slot++) { indicatorSlot[slot].SlotNumber = slot; } return(newSlotNumb); }
/// <summary> /// Removes all close filters from the strategy. /// </summary> public void RemoveAllCloseFilters() { Data.Log("Removing All Closed Filters"); CloseFilters = 0; IndicatorSlot[] aIndSlotOld = (IndicatorSlot[])indicatorSlot.Clone(); indicatorSlot = new IndicatorSlot[Slots]; // Copy all slots except the close filters. for (int slot = 0; slot < Slots; slot++) { indicatorSlot[slot] = aIndSlotOld[slot]; } }
/// <summary> /// Moves a filter downwards. /// </summary> public void MoveFilterDownwards(int slotToMove) { Data.Log("Move a Filter Downwards"); if (slotToMove < Slots - 1 && Slot[slotToMove].SlotType == Slot[slotToMove + 1].SlotType) { IndicatorSlot tempSlot = Slot[slotToMove + 1].Clone(); Slot[slotToMove + 1] = Slot[slotToMove].Clone(); Slot[slotToMove] = tempSlot.Clone(); // Sets the slot numbers. for (int slot = 0; slot < Slots; slot++) { indicatorSlot[slot].SlotNumber = slot; } } }
/// <summary> /// Removes a filter from the strategy. /// </summary> public void RemoveFilter(int slotToRemove) { if (Slot[slotToRemove].SlotType != SlotTypes.OpenFilter && Slot[slotToRemove].SlotType != SlotTypes.CloseFilter) { return; } Data.Log("Remove a Filter"); if (slotToRemove < CloseSlot) { OpenFilters--; } else { CloseFilters--; } IndicatorSlot[] aIndSlotOld = (IndicatorSlot[])indicatorSlot.Clone(); indicatorSlot = new IndicatorSlot[Slots]; // Copy all filters before this that has to be removed. for (int slot = 0; slot < slotToRemove; slot++) { indicatorSlot[slot] = aIndSlotOld[slot]; } // Copy all filters after this that has to be removed. for (int slot = slotToRemove; slot < Slots; slot++) { indicatorSlot[slot] = aIndSlotOld[slot + 1]; } // Sets the slot numbers. for (int slot = 0; slot < Slots; slot++) { indicatorSlot[slot].SlotNumber = slot; } return; }