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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="AudioBehaviours.cs" company="HandBrake Project (http://handbrake.fr)">
// This file is part of the HandBrake source code - It may be used under the terms of the GNU General Public License.
// </copyright>
// <summary>
// Audio Behaviours
// </summary>
// --------------------------------------------------------------------------------------------------------------------
namespace HandBrakeWPF.Model.Audio
{
using System.ComponentModel;
using System.Linq;
using Caliburn.Micro;
/// <summary>
/// Audio Behaviours
/// </summary>
public class AudioBehaviours : PropertyChangedBase
{
private AudioBehaviourModes selectedBehaviour;
private BindingList<string> selectedLangauges;
private AudioTrackDefaultsMode trackDefaultBehaviour;
/// <summary>
/// Initializes a new instance of the <see cref="AudioBehaviours"/> class.
/// </summary>
public AudioBehaviours()
{
this.SelectedBehaviour = AudioBehaviourModes.None;
this.SelectedTrackDefaultBehaviour = AudioTrackDefaultsMode.FirstTrack;
this.SelectedLangauges = new BindingList<string>();
this.BehaviourTracks = new BindingList<AudioBehaviourTrack>();
}
/// <summary>
/// Initializes a new instance of the <see cref="AudioBehaviours"/> class.
/// </summary>
/// <param name="behaviours">
/// The behaviours.
/// </param>
public AudioBehaviours(AudioBehaviours behaviours)
{
this.SelectedBehaviour = behaviours.SelectedBehaviour;
this.SelectedTrackDefaultBehaviour = behaviours.SelectedTrackDefaultBehaviour;
this.SelectedLangauges = new BindingList<string>(behaviours.selectedLangauges.ToList());
this.BehaviourTracks = behaviours.BehaviourTracks;
}
/// <summary>
/// Gets or sets the selected behaviour.
/// </summary>
public AudioBehaviourModes SelectedBehaviour
{
get
{
return this.selectedBehaviour;
}
set
{
if (value == this.selectedBehaviour)
{
return;
}
this.selectedBehaviour = value;
this.NotifyOfPropertyChange(() => this.SelectedBehaviour);
}
}
/// <summary>
/// Gets or sets the track default behaviour.
/// </summary>
public AudioTrackDefaultsMode SelectedTrackDefaultBehaviour
{
get
{
return this.trackDefaultBehaviour;
}
set
{
if (value == this.trackDefaultBehaviour)
{
return;
}
this.trackDefaultBehaviour = value;
this.NotifyOfPropertyChange(() => this.SelectedTrackDefaultBehaviour);
}
}
/// <summary>
/// Gets or sets the selected langauges.
/// </summary>
public BindingList<string> SelectedLangauges
{
get
{
return this.selectedLangauges;
}
set
{
if (Equals(value, this.selectedLangauges))
{
return;
}
this.selectedLangauges = value;
this.NotifyOfPropertyChange(() => this.SelectedLangauges);
}
}
/// <summary>
/// The list of track templates we are going to use to generate audio tracks for a source.
/// </summary>
public BindingList<AudioBehaviourTrack> BehaviourTracks { get; set; }
/// <summary>
/// Clone this object
/// </summary>
/// <returns>
/// The <see cref="object"/>.
/// </returns>
public AudioBehaviours Clone()
{
AudioBehaviours cloned = new AudioBehaviours
{
SelectedBehaviour = this.selectedBehaviour,
SelectedLangauges = new BindingList<string>(),
SelectedTrackDefaultBehaviour = this.SelectedTrackDefaultBehaviour,
BehaviourTracks = this.BehaviourTracks
};
foreach (var item in this.SelectedLangauges)
{
cloned.SelectedLangauges.Add(item);
}
return cloned;
}
}
}
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