private CheckInputBounds ( int inputIndex ) : bool | ||
inputIndex | int | |
return | bool |
public static void Disconnect(Playable target, int inputPort) { if (target.CheckInputBounds(inputPort)) { Playables.DisconnectInternal(ref target, inputPort); } }
public static void Disconnect(Playable target, int inputPort) { if (CheckPlayableValidity(target, "target") && target.CheckInputBounds(inputPort)) { DisconnectInternal(target, inputPort); } }
/// <summary> /// <para>Disconnects an input from a Playable.</para> /// </summary> /// <param name="right">Playable from which the input will be disconnected.</param> /// <param name="inputPort">Index of the input to disconnect.</param> /// <param name="target"></param> public static void Disconnect(Playable target, int inputPort) { if (!Playable.CheckPlayableValidity(target, "target") || !target.CheckInputBounds(inputPort)) { return; } Playable.DisconnectInternal(target, inputPort); }
public static bool Connect(Playable source, Playable target, int sourceOutputPort, int targetInputPort) { if (!CheckPlayableValidity(source, "source") && !CheckPlayableValidity(target, "target")) { return(false); } if (source != null && !source.CheckInputBounds(sourceOutputPort, acceptAny: true)) { return(false); } if (!target.CheckInputBounds(targetInputPort, acceptAny: true)) { return(false); } return(ConnectInternal(source, target, sourceOutputPort, targetInputPort)); }
internal static bool CheckInputBounds(Playable playable, int inputIndex) { return(playable.CheckInputBounds(inputIndex)); }
internal static bool CheckInputBounds(Playable playable, int inputIndex) { return playable.CheckInputBounds(inputIndex); }
/// <summary> /// <para>Connects two Playables together.</para> /// </summary> /// <param name="source">Playable to be used as input.</param> /// <param name="target">Playable on which the input will be connected.</param> /// <param name="sourceOutputPort">Optional index of the output on the source Playable.</param> /// <param name="targetInputPort">Optional index of the input on the target Playable.</param> /// <returns> /// <para>Returns false if the operation could not be completed.</para> /// </returns> public static bool Connect(Playable source, Playable target, int sourceOutputPort, int targetInputPort) { return((Playable.CheckPlayableValidity(source, "source") || Playable.CheckPlayableValidity(target, "target")) && (!(source != null) || source.CheckInputBounds(sourceOutputPort, true)) && target.CheckInputBounds(targetInputPort, true) && Playable.ConnectInternal(source, target, sourceOutputPort, targetInputPort)); }
/// <summary> /// <para>Disconnects an input from a Playable.</para> /// </summary> /// <param name="right">Playable from which the input will be disconnected.</param> /// <param name="inputPort">Index of the input to disconnect.</param> /// <param name="target"></param> public static void Disconnect(Playable target, int inputPort) { if (!Playable.CheckPlayableValidity(target, "target") || !target.CheckInputBounds(inputPort)) return; Playable.DisconnectInternal(target, inputPort); }
/// <summary> /// <para>Connects two Playables together.</para> /// </summary> /// <param name="source">Playable to be used as input.</param> /// <param name="target">Playable on which the input will be connected.</param> /// <param name="sourceOutputPort">Optional index of the output on the source Playable.</param> /// <param name="targetInputPort">Optional index of the input on the target Playable.</param> /// <returns> /// <para>Returns false if the operation could not be completed.</para> /// </returns> public static bool Connect(Playable source, Playable target, int sourceOutputPort, int targetInputPort) { if (!Playable.CheckPlayableValidity(source, "source") && !Playable.CheckPlayableValidity(target, "target") || source != (Playable) null && !source.CheckInputBounds(sourceOutputPort, true) || !target.CheckInputBounds(targetInputPort, true)) return false; return Playable.ConnectInternal(source, target, sourceOutputPort, targetInputPort); }
public static bool Connect(Playable source, Playable target, int sourceOutputPort, int targetInputPort) { if (!CheckPlayableValidity(source, "source") && !CheckPlayableValidity(target, "target")) { return false; } if ((source != null) && !source.CheckInputBounds(sourceOutputPort, true)) { return false; } if (!target.CheckInputBounds(targetInputPort, true)) { return false; } return ConnectInternal(source, target, sourceOutputPort, targetInputPort); }
public static void Disconnect(Playable target, int inputPort) { if (CheckPlayableValidity(target, "target") && target.CheckInputBounds(inputPort)) { DisconnectInternal(target, inputPort); } }
/// <summary> /// <para>Connects two Playables together.</para> /// </summary> /// <param name="source">Playable to be used as input.</param> /// <param name="target">Playable on which the input will be connected.</param> /// <param name="sourceOutputPort">Optional index of the output on the source Playable.</param> /// <param name="targetInputPort">Optional index of the input on the target Playable.</param> /// <returns> /// <para>Returns false if the operation could not be completed.</para> /// </returns> public static bool Connect(Playable source, Playable target, int sourceOutputPort, int targetInputPort) { if (!Playable.CheckPlayableValidity(source, "source") && !Playable.CheckPlayableValidity(target, "target") || source != (Playable)null && !source.CheckInputBounds(sourceOutputPort, true) || !target.CheckInputBounds(targetInputPort, true)) { return(false); } return(Playable.ConnectInternal(source, target, sourceOutputPort, targetInputPort)); }
internal static bool CheckInputBounds(Playable playable, int inputIndex) => playable.CheckInputBounds(inputIndex);