//private void RollMethod(int pIndex) //{ // pageIndex = pIndex; // for (int i = 0; i < pnlPages.Controls.Count; i++) // { // string text = pnlPages.Controls[i].ToString(); // pnlPages.Controls[i].Visible = false; // } // //Set pager variable to true because it is possible to have more than // //50 records when you retrieve an unfiltered fixture list // bool pager = true; // view.ShowFixtures(selectedDate, null, pageIndex, pager); //} public IEnumerable <GamePlay> AddToList(List <GamePlay> fixture, int index, Panel pPnlPages) { int count; //The number of games per page int numberPerPage = 50; List <GamePlay> gamesToReturn = new List <GamePlay>(); //This arraylist will indicate how many pages will be collect ArrayList pageCollection = new ArrayList(); //GamePlay[] game = fixture.ToArray(); GamePlay[] page; //fixture.CopyTo(0, page, 0, 30); if (fixture.Count > 50) { count = fixture.Count() / 50; //Count how many pages to add count = fixture.Count % 50 > 0 ? count = count + 1 : count = count + 0; for (int i = 0; i < count; i++) { if (fixture.Count < 50) { page = new GamePlay[numberPerPage]; fixture.CopyTo(0, page, 0, fixture.Count); pageCollection.Add(page); fixture.RemoveRange(0, fixture.Count - 1); } else { page = new GamePlay[numberPerPage]; fixture.CopyTo(0, page, 0, 50); pageCollection.Add(page); fixture.RemoveRange(0, 50); } } } else { page = new GamePlay[fixture.Count]; fixture.CopyTo(0, page, 0, fixture.Count); pageCollection.Add(page); } Control control = pages.Controls[index]; int numberOfPages = pageCollection.Count; for (int i = 0; i < numberOfPages; i++) { pPnlPages.Controls[i].Visible = true; string text = pages.Controls[i].ToString(); pPnlPages.Controls[index].Font = new System.Drawing.Font(control.Font.Name, control.Font.Size, control.Font.Style); //pnlPages.Controls.Add(control); } pPnlPages.Controls[index].Font = new System.Drawing.Font(control.Font.Name, control.Font.Size, control.Font.Style ^ FontStyle.Bold); if (pageCollection.Count - 1 == index) { index = 0; } string test = ""; return((IEnumerable <GamePlay>)pageCollection[index]); }