public InfosFading Clone() { InfosFading clone = new InfosFading(this.ReferenceTimestamp, this.AverageTimeStampsPerFrame); clone.FromInfosFading(this); return(clone); }
public void FromInfosFading(InfosFading _origin) { this.Enabled = _origin.Enabled; this.UseDefault = _origin.UseDefault; this.AlwaysVisible = _origin.AlwaysVisible; this.FadingFrames = _origin.FadingFrames; this.ReferenceTimestamp = _origin.ReferenceTimestamp; this.AverageTimeStampsPerFrame = _origin.AverageTimeStampsPerFrame; }
public void FromInfosFading(InfosFading origin) { this.Enabled = origin.Enabled; this.UseDefault = origin.UseDefault; this.AlwaysVisible = origin.AlwaysVisible; this.FadingFrames = origin.FadingFrames; this.ReferenceTimestamp = origin.ReferenceTimestamp; this.AverageTimeStampsPerFrame = origin.AverageTimeStampsPerFrame; this.MasterFactor = origin.MasterFactor; }
public double GetOpacityFactor(long timestamp) { if (useDefault) { InfosFading info = PreferencesManager.PlayerPreferences.DefaultFading; return(ComputeOpacityFactor(referenceTimestamp, timestamp, info.alwaysVisible, info.opaqueFrames, info.fadingFrames, info.MasterFactor)); } else { return(ComputeOpacityFactor(referenceTimestamp, timestamp, alwaysVisible, opaqueFrames, fadingFrames, masterFactor)); } }
public double GetOpacityFactor(long _iTimestamp) { double fOpacityFactor = 0.0f; if (!m_bEnabled) { // No fading. if (_iTimestamp == m_iReferenceTimestamp) { fOpacityFactor = 1.0f; } else { fOpacityFactor = 0.0f; } } else if (m_bUseDefault) { // Default value InfosFading info = PreferencesManager.Instance().DefaultFading; if (info.AlwaysVisible) { fOpacityFactor = 1.0f; } else { fOpacityFactor = ComputeOpacityFactor(m_iReferenceTimestamp, _iTimestamp, info.FadingFrames); } } else if (m_bAlwaysVisible) { // infinite fading. (= persisting drawing) fOpacityFactor = 1.0f; } else { // Custom value. fOpacityFactor = ComputeOpacityFactor(m_iReferenceTimestamp, _iTimestamp, m_iFadingFrames); } return(fOpacityFactor * m_fMasterFactor); }
public double GetOpacityFactor(long timestamp) { double opacity = 0.0f; if (!enabled) { opacity = timestamp == referenceTimestamp ? 1.0f : 0.0f; } else if (useDefault) { InfosFading info = PreferencesManager.PlayerPreferences.DefaultFading; opacity = info.AlwaysVisible ? 1.0f : ComputeOpacityFactor(referenceTimestamp, timestamp, info.FadingFrames); } else if (alwaysVisible) { opacity = 1.0f; } else { opacity = ComputeOpacityFactor(referenceTimestamp, timestamp, fadingFrames); } return(opacity * masterFactor); }