private void PopulateRows() { while (_Rows.Count < _RowData.Count) { if (_Rows.Count < _RowData.Count) { ModRow row = new ModRow(_SmashProjectManager, _IsActiveList, _ModListType); row.Dock = DockStyle.Top; row.modsListParent = this; _Rows.Add(row); row.Parent = panelModList; } } for (int i = _RowData.Count - 1; i > -1; --i) { ModRow myRow = _Rows[_Rows.Count - i - 1]; if (_ModListType == ModListType.CharacterGeneral || _ModListType == ModListType.CharacterSlots) { myRow.ChangeSelectedFighter(_CurrentFighter); } myRow.UpdateData(_RowData[i]); myRow.Visible = true; } if (_Rows.Count > _RowData.Count) { for (int i = 0; i < _Rows.Count - _RowData.Count; ++i) { _Rows[i].Visible = false; } } }
private void PopulateRows() { /* * for (int i = _Rows.Count - 1; i >= 0; --i) * { * _Rows[i].Parent = null; * _Rows[i].Dispose(); * _Rows.RemoveAt(i); * }*/ while (_Rows.Count < _RowData.Count) { if (_Rows.Count < _RowData.Count) { ModRow row = new ModRow(_SmashProjectManager, true, ModsList.ModListType.CharacterSlots); row.Dock = DockStyle.Top; _Rows.Add(row); row.Parent = panelModList; } } for (int i = _RowData.Count - 1; i > -1; --i) { ModRow myRow = _Rows[_Rows.Count - i - 1]; myRow.ChangeSelectedFighter(_CurrentFighter); myRow.UpdateData(_RowData[i]); myRow.Visible = true; } if (_Rows.Count > _RowData.Count) { for (int i = 0; i < _Rows.Count - _RowData.Count; ++i) { _Rows[i].Visible = false; } } }