private void connected(object sender, ConnectedEventArgs e) { // Request the user list to populate the user list window. m_controller.GetUserList(); // Update the state of the Chat window. m_chatWindow.Connected(); // Open the user list window if necessary. ShowUserListWindow(); }
private void connected(object sender, ConnectedEventArgs e) { // Update the window title with the connected server name. SetWindowTitle(m_controller.ConnectedServerName); // Request the user list to populate the user list window. m_controller.GetUserList(); // Open the user list window if necessary. OpenUserListForm(); // Enable the "Disconnect" menu option since we're connected. m_disconnectMenu.Enabled = true; }
public void HandleConnected(object sender, ConnectedEventArgs e) { LocalChatMessage(String.Format("{0}", e.Message)); // Raise the event. OnConnected(e); }
protected virtual void OnConnected(ConnectedEventArgs e) { if (Connected != null) Connected(this, e); }
private void Event_Connected(object sender, ConnectedEventArgs e) { m_screen.WriteLine("Connected!"); // Request the userlist immediately. // This is handy when first connecting to see who is initially there // even without a separate userlist window, and it is also important // internally to better handle delta user list updates. m_controller.GetUserList(); }