CheckInputBounds() private method

private CheckInputBounds ( int inputIndex ) : bool
inputIndex int
return bool
Exemplo n.º 1
0
 public static void Disconnect(Playable target, int inputPort)
 {
     if (target.CheckInputBounds(inputPort))
     {
         Playables.DisconnectInternal(ref target, inputPort);
     }
 }
Exemplo n.º 2
0
 public static void Disconnect(Playable target, int inputPort)
 {
     if (CheckPlayableValidity(target, "target") && target.CheckInputBounds(inputPort))
     {
         DisconnectInternal(target, inputPort);
     }
 }
Exemplo n.º 3
0
 /// <summary>
 ///   <para>Disconnects an input from a Playable.</para>
 /// </summary>
 /// <param name="right">Playable from which the input will be disconnected.</param>
 /// <param name="inputPort">Index of the input to disconnect.</param>
 /// <param name="target"></param>
 public static void Disconnect(Playable target, int inputPort)
 {
     if (!Playable.CheckPlayableValidity(target, "target") || !target.CheckInputBounds(inputPort))
     {
         return;
     }
     Playable.DisconnectInternal(target, inputPort);
 }
Exemplo n.º 4
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 public static bool Connect(Playable source, Playable target, int sourceOutputPort, int targetInputPort)
 {
     if (!CheckPlayableValidity(source, "source") && !CheckPlayableValidity(target, "target"))
     {
         return(false);
     }
     if (source != null && !source.CheckInputBounds(sourceOutputPort, acceptAny: true))
     {
         return(false);
     }
     if (!target.CheckInputBounds(targetInputPort, acceptAny: true))
     {
         return(false);
     }
     return(ConnectInternal(source, target, sourceOutputPort, targetInputPort));
 }
Exemplo n.º 5
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 internal static bool CheckInputBounds(Playable playable, int inputIndex)
 {
     return(playable.CheckInputBounds(inputIndex));
 }
Exemplo n.º 6
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 internal static bool CheckInputBounds(Playable playable, int inputIndex)
 {
     return playable.CheckInputBounds(inputIndex);
 }
Exemplo n.º 7
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 /// <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));
 }
Exemplo n.º 8
0
 /// <summary>
 ///   <para>Disconnects an input from a Playable.</para>
 /// </summary>
 /// <param name="right">Playable from which the input will be disconnected.</param>
 /// <param name="inputPort">Index of the input to disconnect.</param>
 /// <param name="target"></param>
 public static void Disconnect(Playable target, int inputPort)
 {
   if (!Playable.CheckPlayableValidity(target, "target") || !target.CheckInputBounds(inputPort))
     return;
   Playable.DisconnectInternal(target, inputPort);
 }
Exemplo n.º 9
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);
 }
Exemplo n.º 10
0
 public static bool Connect(Playable source, Playable target, int sourceOutputPort, int targetInputPort)
 {
     if (!CheckPlayableValidity(source, "source") && !CheckPlayableValidity(target, "target"))
     {
         return false;
     }
     if ((source != null) && !source.CheckInputBounds(sourceOutputPort, true))
     {
         return false;
     }
     if (!target.CheckInputBounds(targetInputPort, true))
     {
         return false;
     }
     return ConnectInternal(source, target, sourceOutputPort, targetInputPort);
 }
Exemplo n.º 11
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 public static void Disconnect(Playable target, int inputPort)
 {
     if (CheckPlayableValidity(target, "target") && target.CheckInputBounds(inputPort))
     {
         DisconnectInternal(target, inputPort);
     }
 }
Exemplo n.º 12
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 /// <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));
 }
Exemplo n.º 13
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 internal static bool CheckInputBounds(Playable playable, int inputIndex) =>
 playable.CheckInputBounds(inputIndex);