/// <summary> /// Duplicates an logic condition. /// </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 iAddedslot = AddOpenFilter(); Slot[iAddedslot] = 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; } } return; }
/// <summary> /// Moves a filter downwards. /// </summary> public void MoveFilterDownwards(int slotToMove) { 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; } } return; }
/// <summary> /// Moves a filter upwards. /// </summary> public void MoveFilterUpwards(int slotToMove) { if (slotToMove <= 1 || Slot[slotToMove].SlotType != Slot[slotToMove - 1].SlotType) { return; } 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++) { Slot[slot].SlotNumber = slot; } }
/// <summary> /// Moves a filter upwards. /// </summary> public void MoveFilterUpwards(int slotToMove) { Data.Log("Move a Filter Upwards"); if (slotToMove > 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; } } return; }