protected override void OnNavigatedTo(NavigationEventArgs e)
 {
     //base.OnNavigatedTo(e);
     if (Transitions != null)
     {
         Transitions.Clear();
     }
     App.windowResize();
     stopwatch.Start();
 }
示例#2
0
 void OnEntityEditedChanged()
 {
     SelectedNode = null;
     Nodes.Clear();
     transitionCreationHelper.Reset();
     Transitions.Clear();
     offset = Vector2.zero;
     drag   = Vector2.zero;
     LoadEntity();
 }
示例#3
0
        public StateMachineViewModel()
        {
            PendingTransition = new TransitionViewModel();
            Runner            = new StateMachineRunnerViewModel(this);

            Blackboard = new BlackboardViewModel()
            {
                Actions    = new NodifyObservableCollection <BlackboardItemReferenceViewModel>(BlackboardDescriptor.GetAvailableItems <IBlackboardAction>()),
                Conditions = new NodifyObservableCollection <BlackboardItemReferenceViewModel>(BlackboardDescriptor.GetAvailableItems <IBlackboardCondition>())
            };
            // public INodifyObservableCollection<T> WhenAdded(Action<T> added)
            // INodifyObservableCollection<T>, Action<T> 임으로 T는 WhenAdded 의부모 속성을 가지므로 파라미터 하나짜리 익명함수의 경우 해당 파라미터는 부모의 객체 타입이다.
            // Source 의경우는 TransitionViewModel 객체의 StateViewModel 이다.
            // public NodifyObservableCollection<StateViewModel> Transitions { get; } = new NodifyObservableCollection<StateViewModel>();
            // 초기화 구문 같은데...
            Transitions.WhenAdded(c => c.Source.Transitions.Add(c.Target))
            .WhenRemoved(c => c.Source.Transitions.Remove(c.Target))
            .WhenCleared(c => c.ForEach(i =>
            {
                i.Source.Transitions.Clear();
                i.Target.Transitions.Clear();
            }));

            States.WhenAdded(x => x.Graph = this)
            .WhenRemoved(x => DisconnectState(x))
            .WhenCleared(x =>
            {
                Transitions.Clear();
                OnCreateDefaultNodes();
            });

            OnCreateDefaultKeys();

            // 여기서 노드와 arrow 가 생성됨.
            OnCreateDefaultNodes();

            // RequeryCommand ???
            RenameStateCommand         = new RequeryCommand(() => SelectedStates[0].IsRenaming = true, () => SelectedStates.Count == 1 && SelectedStates[0].IsEditable);
            DisconnectStateCommand     = new RequeryCommand <StateViewModel>(x => DisconnectState(x), x => !IsRunning && x.Transitions.Count > 0);
            DisconnectSelectionCommand = new RequeryCommand(() => SelectedStates.ForEach(x => DisconnectState(x)), () => !IsRunning && SelectedStates.Count > 0 && Transitions.Count > 0);
            DeleteSelectionCommand     = new RequeryCommand(() => SelectedStates.ToList().ForEach(x => x.IsEditable.Then(() => States.Remove(x))), () => !IsRunning && (SelectedStates.Count > 1 || (SelectedStates.Count == 1 && SelectedStates[0].IsEditable)));

            AddStateCommand = new RequeryCommand <Point>(p => States.Add(new StateViewModel
            {
                Name            = "New State",
                IsRenaming      = true,
                Location        = p,
                ActionReference = Blackboard.Actions.Count > 0 ? Blackboard.Actions[0] : null
            }), p => !IsRunning);

            CreateTransitionCommand = new DelegateCommand <(object Source, object?Target)>(s => Transitions.Add(new TransitionViewModel
            {
                Source = (StateViewModel)s.Source,
                Target = (StateViewModel)s.Target !
            }), s => !IsRunning && s.Source is StateViewModel source && s.Target is StateViewModel target && target != s.Source && target != States[0] && !source.Transitions.Contains(s.Target));
示例#4
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="stateMachine"></param>
 public TransitionFinder(StateMachine stateMachine)
 {
     Utils.FinderRepository.INSTANCE.ClearCache();
     Transitions.Clear();
     StateMachine = stateMachine;
     Constants.State initialState = StateMachine.DefaultValue as Constants.State;
     if (initialState != null)
     {
         Transitions.Add(new Rules.Transition(null, null, null, initialState));
     }
 }
 /// <summary>
 /// Clear all observable collections
 /// </summary>
 private void ClearData()
 {
     InterNodes.Clear();
     Connections.Clear();
     Connectors.Clear();
     Nodes.Clear();
     Transitions.Clear();
     Inputs.Clear();
     Outputs.Clear();
     NotInputs.Clear();
     NotOutputs.Clear();
 }
示例#6
0
        public void Files_SelectionChanged(SelectionChangedEventArgs args)
        {
            Transitions.Clear();
            Plotter.Clear();
            ImportedFromDatabase.Clear();

            SelectedFile = args.AddedItems.Cast <object>().Where(x => x is ListBoxFileItem).Count() == 1
                ? args.AddedItems.Cast <ListBoxFileItem>().First()
                : null;

            NotifyOfPropertyChange(() => CanDetectPeaks);
            NotifyOfPropertyChange(() => CanAddToDatabase);
        }
示例#7
0
        public void DetectPeaks()
        {
            Transitions.Clear();
            Plotter.Clear();

            string contents = ReadFromFile(SelectedFile.Path);

            if (!string.IsNullOrEmpty(contents))
            {
                ProcessFile(contents);
            }

            NotifyOfPropertyChange(() => CanAddToDatabase);
            NotifyOfPropertyChange(() => CanSaveImage);
            NotifyOfPropertyChange(() => CanSaveSpectrum);
        }
示例#8
0
        public void AggregateTransitions()
        {
            //clear existing transitions
            Transitions.Clear();

            for (int i = 0; i < RawStates.Count - 1; i++)
            {
                //starting state
                TimelineState currentState = RawStates[i];

                //non-social state?
                if (currentState.IsSocialEvent == true)
                {
                    //try again
                    continue;
                }

                //pointer to next index
                int nextIndex = i + 1;

                //and the next one
                TimelineState nextState = RawStates[nextIndex];

                //handle social events differently.  Like normal, place them in a bucket that is of the form
                //State -> Social Event.  However, do not increment currentState until we find a matching
                //non-social event.
                while (nextIndex < RawStates.Count && nextState.IsSocialEvent == true)
                {
                    KeyValuePair <string, string> transition = new KeyValuePair <string, string>(currentState.State, currentState.State);
                    if (Transitions.ContainsKey(transition) == false)
                    {
                        Transitions.Add(transition, 0);
                    }
                    Transitions[transition]++;
                    nextIndex++;
                }

                //at this point, currentState and nextState should both be non-social events.  Record transition.
                KeyValuePair <string, string> key = new KeyValuePair <string, string>(currentState.State, nextState.State);
                if (Transitions.ContainsKey(key) == false)
                {
                    Transitions.Add(key, 0);
                }
                Transitions[key]++;
            }
        }
示例#9
0
 public void Clear()
 {
     States.Clear();
     Transitions.Clear();
     Items.Clear();
 }
示例#10
0
文件: State.cs 项目: asdlei99/vMixUTC
        public void UpdateAsync()
        {
            SendFunction("", true, x =>
            {
                try
                {
                    var e = (DownloadStringCompletedEventArgs)x;

                    if (e.Error != null)
                    {
                        OnStateSynced?.Invoke(this, new StateSyncedEventArgs()
                        {
                            Successfully = false
                        });
                        return;
                    }
                    if (e.UserState == null)
                    {
                        return;
                    }
                    IsInitializing = true;
                    _logger.Debug("Updating vMix state.");
                    var _temp = Create(e.Result);

                    if (_temp == null)
                    {
                        _logger.Debug("vMix is offline");
                        _logger.Debug("Firing \"updated\" event.");

                        IsInitializing = false;
                        OnStateSynced?.Invoke(this, new StateSyncedEventArgs()
                        {
                            Successfully = false
                        });
                    }

                    _logger.Debug("Calculating difference.");
                    Diff(this, _temp);

                    _logger.Debug("Updating inputs.");
                    if (Inputs == null)
                    {
                        Inputs = new List <Input>();
                    }
                    if (Overlays == null)
                    {
                        Overlays = new List <Overlay>();
                    }
                    if (Audio == null)
                    {
                        Audio = new List <Master>();
                    }
                    if (Transitions == null)
                    {
                        Transitions = new List <Transition>();
                    }
                    Inputs.Clear();
                    foreach (var item in _temp.Inputs)
                    {
                        Inputs.Add(item);
                    }
                    Overlays.Clear();
                    foreach (var item in _temp.Overlays)
                    {
                        Overlays.Add(item);
                    }
                    Audio.Clear();
                    foreach (var item in _temp.Audio)
                    {
                        Audio.Add(item);
                    }
                    Transitions.Clear();
                    foreach (var item in _temp.Transitions)
                    {
                        Transitions.Add(item);
                    }
                    Mixes.Clear();
                    foreach (var item in _temp.Mixes)
                    {
                        Mixes.Add(item);
                    }


                    if (_currentStateText != _temp._currentStateText)
                    {
                        _currentStateText = _temp._currentStateText;
                    }

                    _logger.Debug("Firing \"updated\" event.");

                    IsInitializing = false;
                    OnStateSynced?.Invoke(this, new StateSyncedEventArgs()
                    {
                        Successfully = true, OldInputs = null, NewInputs = null
                    });
                    return;
                }
                catch (Exception e)
                {
                    IsInitializing = false;
                    _logger.Error(e, "Exception at UpdateAsync");
                }
            });
        }
示例#11
0
文件: State.cs 项目: asdlei99/vMixUTC
        public bool Update()
        {
            try
            {
                IsInitializing = true;
                _logger.Debug("Updating vMix state.");
                var _temp = Create();

                if (_temp == null)
                {
                    _logger.Debug("vMix is offline");
                    _logger.Debug("Firing \"updated\" event.");

                    OnStateSynced?.Invoke(this, new StateSyncedEventArgs()
                    {
                        Successfully = false
                    });
                    IsInitializing = false;
                    return(false);
                }

                _logger.Debug("Calculating difference.");
                Diff(this, _temp);

                _logger.Debug("Updating inputs.");

                Inputs.Clear();
                foreach (var item in _temp.Inputs)
                {
                    Inputs.Add(item);
                }
                Overlays.Clear();
                foreach (var item in _temp.Overlays)
                {
                    Overlays.Add(item);
                }
                Audio.Clear();
                foreach (var item in _temp.Audio)
                {
                    Audio.Add(item);
                }
                Transitions.Clear();
                foreach (var item in _temp.Transitions)
                {
                    Transitions.Add(item);
                }
                Mixes.Clear();
                foreach (var item in _temp.Mixes)
                {
                    Mixes.Add(item);
                }

                //UpdateChangedInputs(_currentStateText, _temp._currentStateText);
                if (_currentStateText != _temp._currentStateText)
                {
                    _currentStateText = _temp._currentStateText;
                }

                _logger.Debug("Firing \"updated\" event.");

                OnStateSynced?.Invoke(this, new StateSyncedEventArgs()
                {
                    Successfully = true, OldInputs = null, NewInputs = null
                });
                IsInitializing = false;
                return(true);
            }
            catch (Exception e)
            {
                IsInitializing = false;
                _logger.Error(e, "Exception at Update");
                return(false);
            }
        }
示例#12
0
 public virtual void Compose(List <State> states)
 {
     Transitions.Clear();
 }