void IPropertyValueAggregate.SetValue(object value) { // Snag the Undo/Redo system off of the first associated property, so we can put all of these Set values into a macro. WUndoStack undoStack = null; if (m_associatedProperties.Count > 0) { IUndoable undoableValue = m_associatedProperties[0] as IUndoable; undoStack = undoableValue.GetUndoStack(); } if (undoStack != null) { undoStack.BeginMacro(string.Format("Set {0}", Name)); } foreach (var property in m_associatedProperties) { property.SetValue(value); } if (undoStack != null) { undoStack.EndMacro(); } }
public WWorld() { m_dtStopwatch = new System.Diagnostics.Stopwatch(); m_persistentLines = new WLineBatcher(); m_undoStack = new WUndoStack(); m_actorEditor = new WActorEditor(this); m_sceneViews = new List <WSceneView>(); WSceneView perspectiveView = new WSceneView(); m_sceneViews.AddRange(new[] { perspectiveView }); }
public WWorld() { m_dtStopwatch = new System.Diagnostics.Stopwatch(); m_persistentLines = new WLineBatcher(); m_persistentQuads = new WQuadBatcher(); m_undoStack = new WUndoStack(); m_ActorMode = new ActorMode(this); m_CollisionMode = new CollisionMode(this); m_EventMode = new EventMode(this); CurrentMode = m_ActorMode; m_sceneViews = new List <WSceneView>(); WSceneView perspectiveView = new WSceneView(); m_sceneViews.AddRange(new[] { perspectiveView }); }
public PropertyValue(string propertyName, T defaultValue, WUndoStack undoStack) { m_propertyName = propertyName; m_value = defaultValue; m_undoStack = undoStack; }
public void SetUndoStack(WUndoStack undoStack) { m_undoStack = undoStack; }