private static void RefreshAllegroDataOld(object sender, EventArgs eventArgs) { ActiveList.Clear(); SellItemStruct[] sellItems; SoldItemStruct[] soldItems; var itemsCount = _apiContext.doGetMySellItems(_login, null, null, null, 0, null, 0, 0, out sellItems); for (int i = 1; i < Math.Ceiling(itemsCount / 100d) + 1; i++) { foreach (var sellItem in sellItems) { ActiveList.Add(sellItem); } _apiContext.doGetMySellItems(_login, null, null, null, 0, null, 0, i, out sellItems); } var itemsCount2 = _apiContext.doGetMySoldItems(_login, null, null, null, 0, null, 0, 0, out soldItems); for (int i = 1; i < Math.Ceiling(itemsCount2 / 100d) + 1; i++) { foreach (var soldItem in soldItems) { SoldList.Add(soldItem); } _apiContext.doGetMySoldItems(_login, null, null, null, 0, null, 0, i, out soldItems); } }
private ActiveNode <bTriangle> AddbTriangle(bTriangle triangle, bool active = true) { ActiveNode <bTriangle> ret = triangles.Add(triangle, active); history.AddChange(ret, null, false, true); return(ret); }
/* * Helper Functions */ private ActiveNode <bVertex> AddVertex(bVertex vertex, bool active = true) { ActiveNode <bVertex> ret = vertices.Add(vertex, active); history.AddChange(ret, ret.data, false, true); return(ret); }
void Items_ItemAdded(object sender, ListEventArgs <ListBoxItem> e) { _itemContainer.Controls.Clear(); if (e.Item.Selected) { if (Multiselect) { _selected.Add(e.Item); } else { SelectedItem = e.Item; } } e.Item.MouseClick += item_MouseClick; e.Item.SelectedChanged += Item_SelectedChanged; foreach (var item in Items) { _itemContainer.Controls.Add(item); } }
public void ResetMesh() { vertices = new ActiveList <bVertex>(); triangles = new ActiveList <bTriangle>(); history = new MeshHistory(MaxHistoryCount); for (int i = 0; i < targetMesh.vertices.Length; i++) { vertices.Add(new bVertex(targetMesh.vertices[i], targetMesh.uv[i])); } for (int i = 0; i < targetMesh.triangles.Length; i += 3) { triangles.Add(new bTriangle(vertices, targetMesh.triangles[i], targetMesh.triangles[i + 1], targetMesh.triangles[i + 2])); } lineLookupBlank = new ActiveNode <bVertex>(); lineLookupBlank.isRootNode = true; ResetLineLookupTable(); }
public void AddCharacter(Character newChar) { ActiveList.Add(newChar); UpdateListCaches(); }
private void AddGameObjectNode(ActiveList<TreeNode> nodes, GameObject gameObject) { var node = new GameObjectTreeNode(gameObject); //if (gameObject == _selectedGameObject) node.Selected = true; nodes.Add(node); if (gameObject == _selectedGameObject) _gameObjectTree.SelectedNode = node; foreach (var go in gameObject.Children) { AddGameObjectNode(node.Nodes, go); } }