Пример #1
0
        public InfosFading Clone()
        {
            InfosFading clone = new InfosFading(this.ReferenceTimestamp, this.AverageTimeStampsPerFrame);

            clone.FromInfosFading(this);
            return(clone);
        }
Пример #2
0
 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;
 }
Пример #3
0
 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;
 }
Пример #4
0
 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));
     }
 }
Пример #5
0
        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);
        }
Пример #6
0
        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);
        }