private void AssignVoiceActors_Click(object sender, EventArgs e) { // TODO: Eventually, this should be called when the user requests that all overrides be reverted to the defaults. //m_project.UseDefaultForUnresolvedMultipleChoiceCharacters(); bool regenerateGroups = sender == m_btnCastSizePlanning; if (!regenerateGroups) { EnsureGroupsAreInSynchWithCharactersInUse(); } if (!m_project.CharacterGroupList.CharacterGroups.Any()) { CharacterGroupGenerator.GenerateGroupsWithProgress(m_project, false, true, false, ProjectCastSizePlanningViewModel.SelectedCastSize); } else if (regenerateGroups) { CharacterGroupGenerator.GenerateGroupsWithProgress(m_project, true, false, false, ProjectCastSizePlanningViewModel.SelectedCastSize); } bool launchCastSizePlanning; using (var dlg = new VoiceActorAssignmentDlg(new VoiceActorAssignmentViewModel(m_project))) { ShowModalDialogWithWaitCursor(dlg); launchCastSizePlanning = dlg.LaunchCastSizePlanningUponExit; } SaveCurrentProject(); UpdateDisplayOfProjectInfo(); if (launchCastSizePlanning) { m_btnCastSizePlanning_Click(m_btnCastSizePlanning, new EventArgs()); } }
private void AssignVoiceActors_Click(object sender, EventArgs e) { // TODO: Eventually, this should be called when the user requests that all overrides be reverted to the defaults. //m_project.UseDefaultForUnresolvedMultipleChoiceCharacters(); if (m_project.VoiceActorStatus == VoiceActorStatus.UnProvided) { var actorInfoViewModel = new VoiceActorInformationViewModel(m_project); using (var dlg = new VoiceActorInformationDlg(actorInfoViewModel)) if (dlg.ShowDialog() == DialogResult.OK) { m_project.VoiceActorStatus = VoiceActorStatus.Provided; } SaveCurrentProject(); } else { EnsureGroupsAreInSynchWithCharactersInUse(); } if (m_project.VoiceActorStatus == VoiceActorStatus.Provided) { using (var dlg = new VoiceActorAssignmentDlg(m_project)) dlg.ShowDialog(); SaveCurrentProject(); } UpdateDisplayOfProjectInfo(); }