private void ObjectSelect_SelectedIndexChanged(object sender, EventArgs e)
{
// Still constructing?
if (TypeSelect.Items.Count == 0)
return;
// Remove current items
TypeSelect.Items.Clear();
// Add new items based on the selected index
switch (ObjectSelect.SelectedIndex)
{
case 0:
foreach (KeyValuePair<string, string> D in Bf2Constants.KitTypes)
TypeSelect.Items.Add( new KeyValuePair(D.Key, D.Value) );
break;
case 1:
foreach (KeyValuePair<string, string> D in Bf2Constants.WeaponTypes)
TypeSelect.Items.Add(new KeyValuePair(D.Key, D.Value));
break;
case 2:
foreach (KeyValuePair<string, string> D in Bf2Constants.VehicleTypes)
TypeSelect.Items.Add(new KeyValuePair(D.Key, D.Value));
break;
}
// Set a default Index for TypeSelect
TypeSelect.SelectedIndex = 0;
}