private void StepForward() { // If no renderer node was selected we skip the post processing and lighting step if (_step == SceneWizardStep_e.Renderer && radioButton_NoRenderer.Checked) { // If no renderer node is selected disable all post processors // Adaptive tone mapper disabled for now([HS:#4044]) checkBox_TM.Checked = /*checkBox_AdaptiveTM.Checked =*/ false; check_Renderer.Visible = true; check_PostProcessor.Visible = true; check_Lighting.Visible = true; _step = SceneWizardStep_e.Finish; } switch(_step) { case SceneWizardStep_e.Renderer: _step = SceneWizardStep_e.PostProcessors; break; case SceneWizardStep_e.PostProcessors: _step = SceneWizardStep_e.Lighting; break; case SceneWizardStep_e.Lighting: _step = SceneWizardStep_e.Finish; break; } StepUpdate(); }
private void StepBackward() { // If no renderer node was selected we skip the post processing and lighting step if (_step == SceneWizardStep_e.Finish && radioButton_NoRenderer.Checked) { // If no renderer node is selected enable at least one post processors checkBox_TM.Checked = true; check_Renderer.Visible = false; check_PostProcessor.Visible = false; check_Lighting.Visible = false; _step = SceneWizardStep_e.Renderer; } switch (_step) { case SceneWizardStep_e.PostProcessors: _step = SceneWizardStep_e.Renderer; break; case SceneWizardStep_e.Lighting: _step = SceneWizardStep_e.PostProcessors; break; case SceneWizardStep_e.Finish: _step = SceneWizardStep_e.Lighting; break; } StepUpdate(); }