private void StopDetection() { Bass.ChannelPause(_streamId); _isRecording = false; _pitchesThisUpdate.Clear(); _detectedPitches.Clear(); }
// Text is inputed into the Code text area. // Used to collapse the undo stack so it's (mostly) consistent with a text editor. void OnCodeInput(ChangeEvent <string> e) { if (m_performedUndoRedo) { m_redoStack.Clear(); m_undoGroupCount = 0; m_performedUndoRedo = false; } m_undoStack.Push(m_code); m_code = e.newValue; float curTime = Time.realtimeSinceStartup; // .333 feels right; may need more adjustments if ((curTime - lastEditTime) < 0.333f) { m_undoGroupCount++; } else { // collapse undo operations after 0.333 seconds. for (int i = 0; i < m_undoGroupCount; i++) { m_undoStack.Pop(); } m_undoGroupCount = 0; } lastEditTime = curTime; }
public void AddToUndoStack(IUndoRedoItem item) { if (!_isChanging) { _undoStack.Push(item); _redoStack.Clear(); } }
public override void Delete() { base.Delete(); timings?.Clear(); frames?.Clear(); if (glqueryStart > 0) { GL.DeleteQuery(glqueryStart); glqueryStart = 0; } }
public void Reset() { UndoStack.Clear(); RedoStack.Clear(); }
public void Update() { UndoStack.Push(Program.Test.Copy()); RedoStack.Clear(); }