private void resetInputGroupsExpandedState(InputGroups groups) { if (sensationHasChanged_ || inputGroupsExpandedState_.Count == 0) { inputGroupsExpandedState_.Clear(); foreach (var group in groups) { inputGroupsExpandedState_[group.Name] = false; } } }
private void AddInputsSection() { AddInputsHeader(); InputGroups inputGroups = GetInputGroupsOfCurrentSensation(); resetInputGroupsExpandedState(inputGroups); foreach (var inputGroup in inputGroups) { AddInputGroup(inputGroup); } }
public Script(Script script) { Id = script.Id; Runner = script.Runner; InputGroups = script.InputGroups.Select(g => new InputGroup(g, false)).ToObservableCollection(); // don't reset the group ID or input IDs. we're copying the script to run it. // update input object references within any display conditions Input[] allInputs = InputGroups.SelectMany(group => group.Inputs).ToArray(); foreach (InputGroup inputGroup in InputGroups) { inputGroup.UpdateDisplayConditionInputs(allInputs); } ScheduledRunTime = script.ScheduledRunTime; RunTime = script.RunTime; PreviousDatum = script.PreviousDatum; CurrentDatum = script.CurrentDatum; ExpirationDate = script.ExpirationDate; }
public void Init(ExecutionContext executionContext) { SqlCommandContext = executionContext.GetSqlCommandContext(); InputGroups.AddAll(GetExecuteGroups(executionContext.GetExecutionUnits())); CacheCommands(); }
private static bool IsKeyPressed(InputGroups inputGroups, Controls control) => Game.IsControlPressed((int)inputGroups, (Control)control);