ConnectInternal() private méthode

private ConnectInternal ( Playable source, Playable target, int sourceOutputPort, int targetInputPort ) : bool
source Playable
target Playable
sourceOutputPort int
targetInputPort int
Résultat bool
Exemple #1
0
 /// <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));
 }
Exemple #2
0
 /// <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));
 }