private void ProgressionTypeChanged(IMorphProgression p) { if (p != null && modifier_ != null) { modifier_.Progression = p; ui_.NeedsReset("morph progression type changed"); } }
public override void AddToUI(IMorphProgression p) { base.AddToUI(p); progression_ = p as OrderedMorphProgression; if (progression_ == null) { return; } holdHalfway_.Parameter = progression_.HoldHalfwayParameter; overrideOverlapTime_.Value = progression_.OverrideOverlapTime; overlapTime_.Value = progression_.OverlapTime; overlapTime_.Enabled = progression_.OverrideOverlapTime; widgets_.AddToUI(holdHalfway_); //widgets_.AddToUI(overrideOverlapTime_); //widgets_.AddToUI(overlapTime_); }
private IMorphProgressionUI CreateMorphProgressionUI( IMorphProgression p) { if (p is NaturalMorphProgression) { return(new NaturalMorphProgressionUI(Widget.Right)); } else if (p is SequentialMorphProgression) { return(new SequentialMorphProgressionUI(Widget.Right)); } else if (p is RandomMorphProgression) { return(new RandomMorphProgressionUI(Widget.Right)); } else { return(null); } }
public override bool FromJSON(J.Node n) { if (!base.FromJSON(n)) { return(false); } var o = n.AsObject("MorphModifier"); if (o == null) { return(false); } if (Atom != null) { var morphsArray = o.Get("selectedMorphs").AsArray(); if (morphsArray != null) { morphsArray.ForEach((morphNode) => { var sm = SelectedMorph.Create(Atom, null); if (sm.FromJSON(morphNode)) { morphs_.Add(sm); } }); } IMorphProgression p = null; o.Opt <MorphProgressionFactory, IMorphProgression>( "progression", ref p); Progression = p; } return(true); }
public override void AddToUI(IMorphProgression p) { base.AddToUI(p); progression_ = p as NaturalMorphProgression; if (progression_ == null) { return; } durationWidgets_.SetValue(progression_.Duration); delayWidgets_.SetValue(progression_.Delay); durationCollapsible_.Clear(); durationCollapsible_.Add(durationWidgets_.GetWidgets()); delayCollapsible_.Clear(); delayCollapsible_.Add(delayWidgets_.GetWidgets()); widgets_.AddToUI(durationCollapsible_); widgets_.AddToUI(delayCollapsible_); }
public virtual void AddToUI(IMorphProgression m) { // no-op }