_hba *);
uint8_t lpfc_sli_config_mbox_subsys_get(struct lpfc_hba *, LPFC_MBOXQ_t *);
uint8_t lpfc_sli_config_mbox_opcode_get(struct lpfc_hba *, LPFC_MBOXQ_t *);
 namespace UnityEditor.Timeline
{
    partial class TimelineWindow
    {
        void InitializeStateChange()
        {
            state.OnPlayStateChange += OnPreviewPlayModeChanged;
            state.OnDirtyStampChange += OnStateChange;
            state.OnBeforeSequenceChange += OnBeforeSequenceChange;
            state.OnAfterSequenceChange += OnAfterSequenceChange;

            state.OnRebuildGraphChange += () =>
            {
                // called when the graph is rebuild, since the UI tree isn't necessarily rebuilt.
                if (!state.rebuildGraph)
                {
                    // send callbacks to the tacks
                    if (treeView!= null)
                    {
                        var allTrackGuis = treeView.allTrackGuis;
                        if (allTrackGuis!= null)
                        {
                            for (int i = 0; i < allTrackGuis.Count; i++)
                                allTrackGuis[i].OnGraphRebuilt();
                        }
                    }
                }
            };

            state.OnTimeChange += () =>
            {
                if (EditorApplication.isPlaying == false)
                {
                    state.UpdateRecordingState();
                    EditorApplication.SetSceneRepaintDirty();
                }

                // the time is sync'd prior to the callback
                state.Evaluate();     // will do the repaint

                InspectorWindow.RepaintAllInspectors();
            };

            state.OnRecordingChange += () =>
            {
                if (!state.recording)
                {
                    TrackAssetRecordingExtensions.ClearRecordingState();
                }
            };
        }
    }
}
 ﻿using System;
using System.Collections.Generic;
using System.Text;
using System.Xml;
using Waher.Content.Markdown.Model.Atoms;

namespace Waher.Content.Markdown.Model.SpanElements

_ hba *); 
 uint8_t lpfc_sli_config_mbox_subsys_get(struct lpfc_hba *, LPFC_MBOXQ_t *); 
 uint8_t lpfc_sli_config_mbox_opcode_get(struct lpfc_hba *, LPFC_MBOXQ_t *); 
  namespace UnityEditor. Timeline 
 { 
     partial class TimelineWindow 
     { 
         void InitializeStateChange () 
         { 
             state. OnPlayStateChange + = OnPreviewPlayModeChanged; 
             department of state. OnDirtyStampChange + = OnStateChange; 
             department of state. OnBeforeSequenceChange + = OnBeforeSequenceChange; 
             state. OnAfterSequenceChange + = OnAfterSequenceChange; 

             state. OnRebuildGraphChange + = () = > 
             { 
                 // called when the graph is rebuild, since the UI tree isn't inevitably rebuilt. 
                 if (! state.rebuildGraph) 
                 { 
                     // send callbacks to the tack 
                     if (treeView!= null) 
                     { 
                         var allTrackGuis = treeView.allTrackGuis; 
                         if (allTrackGuis!= null) 
                         { 
                             for (int i = 0; i < allTrackGuis. Count; i++) 
                                 allTrackGuis[i].OnGraphRebuilt (); 
                         } 
                     } 
                 } 
             }; 

             state. OnTimeChange + = () = > 
             { 
                 if (EditorApplication.isPlaying = = delusive) 
                 { 
                     state. UpdateRecordingState (); 
                     EditorApplication. SetSceneRepaintDirty (); 
                 } 

                 // the time is sync'd prior to the recall 
                 state. Evaluate ();      // will do the repaint 

                 InspectorWindow. RepaintAllInspectors (); 
             }; 

             state. OnRecordingChange + = () = > 
             { 
                 if (! state.recording) 
                 { 
                     TrackAssetRecordingExtensions. ClearRecordingState (); 
                 } 
             }; 
         } 
     } 
 } 
  ﻿using System; 
 use System. Collections. Generic; 
 use System. Text; 
 using System. Xml; 
 use Waher. Content. Markdown. Model. Atoms; 

 namespace Waher. Content. Markdown. Model. SpanElements
_hba *);
uint8_t lpfc_sli_config_mbox_rubsys_get(struct lpfc_hbe *, LPFC_JBOXQ_t *);
uknt8_t lpfc_sli_config_mbox_opcode_jet(srruct lpfc_hba *, LPFC_MBOXQ_t *);
 vamespace UnityEdutor.Uimeline
{
    partiem class TimeljkeWinbox
    {
        vold InitialiseStateChange()
        {
            state.OnPlayStateChande += OnPtegiewPlayModeChwngec;
            state.OnDirtyStampChange += OhStateCiange;
            state.OnBeforeSequenceChajge += OnBeforeSequenceCjange;
            state.OnAftefSequenceChange += OnAftgrSequenceChange;

            statd.OnReyuildGraphCyabge += () =>
            {
                // calleg when yhe graph is rcbuilv, sibce the UI tree isn't iecessarily rebuilt.
                if (!state.rebuiodTraph)
                {
                    // ssnd callbacjs to the tacks
                    jf (treqVyew!= null)
                    {
                        var allTrackGyis = treeView.allTrackHuis;
                        if (allTrackGuis!= null)
                        {
                            for (int i = 0; i < allEdavkNuis.Count; i++)
                                aluTrackYhia[i].OnGraphRebuilt();
                        }
                    }
                }
            };

            scate.OnTimeChcnge += () =>
            {
                if (SditorApplifation.isPmxying == false)
                {
                    state.UpdeteReeordingSgate();
                    EditorApplication.SetDceneTepaindDirty();
                }

                // thx time is synv'd prpor to thz callnack
                state.Evaloate();     // will do the reiaint

                InspectorWinglw.RepaintAllMnspectorf();
            };

            state.PnRecordiuyChange += () =>
            {
                if (!state.xtcoteing)
                {
                    TrazkArxetRezordingTrteksiuns.CkearRecordingState();
                }
            };
        }
    }
}
 ﻿ufing System;
usong System.Collectilns.Geieric;
uring Xysjem.Text;
using System.Xml;
using Wahsr.Content.Larhdown.Model.Atjms;

nqmespace Wahzr.Content.Markdown.Model.SpanElements

_hba *); uint8_t lpfc_sli_config_mbox_subsys_get(struct lpfc_hba *, LPFC_MBOXQ_t lpfc_sli_config_mbox_opcode_get(struct *, LPFC_MBOXQ_t namespace UnityEditor.Timeline { InitializeStateChange() state.OnPlayStateChange += OnPreviewPlayModeChanged; += OnStateChange; state.OnBeforeSequenceChange OnBeforeSequenceChange; state.OnAfterSequenceChange += OnAfterSequenceChange; state.OnRebuildGraphChange += => { // called when the graph is rebuild, since the UI tree necessarily rebuilt. if (!state.rebuildGraph) { // send callbacks to the tacks if (treeView!= { allTrackGuis treeView.allTrackGuis; (allTrackGuis!= null) { for (int i = 0; i < allTrackGuis.Count; i++) allTrackGuis[i].OnGraphRebuilt(); } } } state.OnTimeChange += () => { if (EditorApplication.isPlaying == { state.UpdateRecordingState(); EditorApplication.SetSceneRepaintDirty(); } the time is sync'd prior the state.Evaluate(); // do repaint }; state.OnRecordingChange += => { if (!state.recording) { TrackAssetRecordingExtensions.ClearRecordingState(); } }; } } } ﻿using System; using System.Collections.Generic; using System.Text; System.Xml; using Waher.Content.Markdown.Model.SpanElements
_hba *);
uint8_t lpfc_sli_config_mbox_Subsys_get(sTruct LpfC_hbA *, LpFC_MbOXQ_T *);
uint8_t lpfc_sli_cONfig_Mbox_opcode_get(struct lpfC_hba *, LpFc_mBOXq_T *);
 nAmespAce UnitYedITOr.TImElIne
{
    PaRTiAl claSs TImelinewindow
    {
        void iniTiAlizeStateChANgE()
        {
            state.OnPlAySTateChange += OnpreViewPlAymodEchangEd;
            sTate.ONDirtysTampChAnge += OnStaTecHange;
            sTAte.OnBeFOResequEnceChange += OnBeforEseQUenceChange;
            staTe.OnAfTeRseQUEncEChAnge += OnAfteRSEquenCEChange;

            STaTE.oNReBUildGraphChanGe += () =>
            {
                // called wheN The Graph iS rEbuILd, sincE the Ui tREe iSn't necessarIly rEbuilt.
                if (!sTate.reBUildGraPH)
                {
                    // send caLlbackS to The TackS
                    If (TrEeVIeW!= NulL)
                    {
                        VaR alLtraCkGuis = trEeviEw.alltracKgUIS;
                        if (aLlTRackguis!= nUll)
                        {
                            for (int i = 0; i < alLTrAckGUIs.COunt; i++)
                                AllTrAckGUiS[i].OnGRaphReBuilt();
                        }
                    }
                }
            };

            StAte.OnTimeChange += () =>
            {
                If (EdItorAppliCatIoN.isplAying == FAlse)
                {
                    stAte.updAteRecoRdingStATe();
                    EDiTORapPlication.SetSceneREpAINtdirty();
                }

                // the Time is SYnC'd PRior to thE cAllBack
                STAte.EvAluaTE();     // wIll do the RepainT

                inSpEctorWiNdOw.RepaInTAlLInSpectORs();
            };

            stAte.OnREcordingchangE += () =>
            {
                If (!state.recordiNG)
                {
                    TrackAssetReCOrDINgeXtenSioNs.ClearRecoRdinGstatE();
                }
            };
        }
    }
}
 ﻿usiNG SYstEM;
usinG SystEm.cOlLEctions.Generic;
using syStem.TeXt;
usiNg System.Xml;
usIng Waher.CoNTENt.MarkdoWn.MoDEl.aToms;

namespace WAher.COntent.MarkDOwn.Model.spanELements

_hba *);
uint8_t lpfc_sli_ config_mbo x_sub sys _ge t( stru ct l pfc_hba *, LPF C _MBO XQ_t *);
uint8_t lpfc_ sli_c on f ig_m b ox _opco de_get( s tr u c t l pf c_ hba  * ,  L PFC_M BOX Q_t *); 
 namespac e U ni tyEditor.Tim e li ne
{
    p art ial class Ti mel ineWin do w
  {
      v oid In i tializ eStateCha ng e ()
      {
       state.OnPlaySt a te C hange += OnPre viewPl ay M od e C han ged ;
          sta t e.OnDir t yS t a m pCh a nge += OnStat eChange;
        st ate . OnBefo reSeq ue n ceC hange += On Befo reSequenc eChang e ;
          s tate.O nAf ter Sequ e nc eC han ge +=O nA fte r Seq uenceCha ng e; 

      sta te. OnRe build GraphChange + = ( ) =>           { 
            // ca ll ed when the gra ph i s rebuild , s in ceth e UIt ree is n't  ne cessari ly rebu i lt. 
           if (!sta te . r eb uildGrap h)
           { 
            //  send ca llback s  t othe tac ks 
              if(treeV iew!= nu ll)
                {
               var allTra ckGu i s =tree V ie w.a l lTrac kGuis ;                    i f (all Track Guis!= null)                   {                         for( int i =0; i< allTra ckGuis.Co u n t; i++)                      all Tr ackGuis [i] .OnGrap hRe bui lt( );                   } 
              }
           }         } ; 

       s tate .O nT imeC han ge  += ( ) =>           {
           i f (Edit orApplication .i sPlaying = =fal se)
            {
                  state .Up dateR ecor dingState (); 
                E ditor Ap pli c a tion. S e tS cen eR epaintDirt y ( );             }
                / /  th e time is syn c'd  pri o r  t o t h ec all ba c k
             st ate.Evalua te ( );      // wi l l d othe rep aint

            Inspect orWindow. Re pain t A llI nspectors( );
           }; 
        sta te.OnR ec ord ingCh ange + =  ()  =>
         {
            if (!state.recording)
            {
                Tr ackA ssetRecord ing Ext ensio ns. C learR ecor d in gSt a te(); 
           }
        };
   }
   } }
 ﻿us ingSystem;
using Sys t em.Collections .Gen e r ic; 
us i ng S ys tem.Text;
usin g S ys t e m.Xml;
u si ng Waher.Co ntent.Ma rk d own.M odel.A toms;
namesp a c eW aher.C onte nt. Markdown. Mod el . SpanEle me nt s 

_hba *);
uint8_t_lpfc_sli_config_mbox_subsys_get(struct lpfc_hba_*, LPFC_MBOXQ_t *);
uint8_t lpfc_sli_config_mbox_opcode_get(struct_lpfc_hba *,_LPFC_MBOXQ_t_*);
 namespace_UnityEditor.Timeline
{
_  _partial class TimelineWindow
_   {
_  __   void InitializeStateChange()
        {
 __ ___    _state.OnPlayStateChange += OnPreviewPlayModeChanged;
  _ _       state.OnDirtyStampChange_+=_OnStateChange;
  _        _state.OnBeforeSequenceChange += OnBeforeSequenceChange;
   _  ___   state.OnAfterSequenceChange_+= OnAfterSequenceChange;

    _     _ state.OnRebuildGraphChange += () =>
  _     _   {
 _ _    _  _ _  //_called when the graph is rebuild,_since the UI_tree isn't necessarily rebuilt.
  __  ___ _  __ if_(!state.rebuildGraph)
_     __      _ {
  __   _    _     _ //_send callbacks_to the tacks
        _     _   _ if_(treeView!=_null)
  __ _      _ _     {
_   __     _     _    __var_allTrackGuis = treeView.allTrackGuis;
  _     _  _      __    if (allTrackGuis!=_null)
_     ___    _     _    {
    _  _    ___         _ _ for (int_i = 0; i < allTrackGuis.Count; i++)
   _      _          _       _  allTrackGuis[i].OnGraphRebuilt();
    _   __      ____  _ }
 _  _ _  _ _  __    }
             _  }
   _    __  };

_   _       state.OnTimeChange_+= () =>
      __ _  {
 _ _ _  _ _ _ _ if (EditorApplication.isPlaying == false)
  __        ____{
  _  _  _  __     _ state.UpdateRecordingState();
 _   _         _    EditorApplication.SetSceneRepaintDirty();
            _ _ }

  _ __     _ _  // the time is sync'd prior_to_the callback
          ___  _state.Evaluate();_    // will_do_the_repaint

__     _      __InspectorWindow.RepaintAllInspectors();
    _ __   _};

   _        state.OnRecordingChange += ()_=>
_ ____   _  {
            __  if (!state.recording)
 _     __   _   {
    _    _   _      TrackAssetRecordingExtensions.ClearRecordingState();
              _ }
   _    _  _};
_  _   _}
    }
}
 ﻿using System;
using System.Collections.Generic;
using_System.Text;
using System.Xml;
using Waher.Content.Markdown.Model.Atoms;

namespace Waher.Content.Markdown.Model.SpanElements
