private void NavigationSetup() { Messenger.Default.Register <NavigateArgs>(this, (x) => { Frame2.Navigate(new Uri(x.Url, UriKind.Relative)); }); }
public Form1() { InitializeComponent(); Frame1.SendToBack(); Frame2.SendToBack(); Frame3.SendToBack(); Frame4.SendToBack(); Frame5.SendToBack(); Frame6.SendToBack(); Frame7.SendToBack(); Factions.SelectedItem = "Academy"; //DialogResult result; //string msg = (string)Factions.SelectedItem; //result = MessageBox.Show(msg); //Current_Haven(); Pop_Tier[0] = null; Pop_Tier[1] = this.Pop_Tier1; Pop_Tier[2] = this.Pop_Tier2; Pop_Tier[3] = this.Pop_Tier3; Pop_Tier[4] = this.Pop_Tier4; Pop_Tier[5] = this.Pop_Tier5; Pop_Tier[6] = this.Pop_Tier6; Pop_Tier[7] = this.Pop_Tier7; Gold_Tier[0] = null; Gold_Tier[1] = this.Gold_Tier1; Gold_Tier[2] = this.Gold_Tier2; Gold_Tier[3] = this.Gold_Tier3; Gold_Tier[4] = this.Gold_Tier4; Gold_Tier[5] = this.Gold_Tier5; Gold_Tier[6] = this.Gold_Tier6; Gold_Tier[7] = this.Gold_Tier7; }
public MenuPage() { InitializeComponent(); Frame2.Navigate(new TenderPage()); nametx.Text = AuthPage.AuthUser.Name; roletx.Text = AuthPage.AuthUser.Role.Name; }
private void Frame1_PropertyChanged(object sender, PropertyChangedEventArgs e) { if (((DrawerDetailFrame)sender).SelectedValue != SelectedVal && Frame2.IsVisible) { SelectedVal = ((DrawerDetailFrame)sender).SelectedValue; Frame2.TranslateTo(Frame2.TranslationX, SelectedVal == 275 ? Frame2.TranslationY + 200 : Frame2.TranslationY - 200, 500, Easing.SinOut); } }
private async void Frame2_Tapped(object sender, EventArgs e) { CheckCircle1.IsVisible = false; CheckCircle3.IsVisible = false; CheckCircle4.IsVisible = false; await Frame2.ScaleTo(0.85); CheckCircle2.IsVisible = true; await Frame2.ScaleTo(1); }
public async void Frame4Anim() { Frame4.TranslationY = Frame4.TranslationY + 200; Frame4.Opacity = 0.0; await Task.Delay(3700); Frame4.IsVisible = true; Frame4.FadeTo(1.0, 600); await Frame4.TranslateTo(Frame4.TranslationX, Frame4.TranslationY - 210, 180); Frame4.TranslateTo(Frame4.TranslationX, Frame4.TranslationY + 10, 300); Frame3.TranslateTo(Frame3.TranslationX, Frame3.TranslationY - 15, 150); Frame3.RotateXTo(12.0, 150); await Task.Delay(150); Frame3.RotateXTo(0.0, 150); Frame3.TranslateTo(Frame3.TranslationX, Frame3.TranslationY + 15, 100); Frame2.TranslateTo(Frame2.TranslationX, Frame2.TranslationY - 15, 200); Frame2.RotateXTo(-12.0, 200); await Task.Delay(200); Frame2.RotateXTo(0.0, 200); Frame2.TranslateTo(Frame2.TranslationX, Frame2.TranslationY + 15, 150); Frame1.TranslateTo(Frame1.TranslationX, Frame1.TranslationY - 15, 220); Frame1.RotateXTo(17.0, 220); await Task.Delay(220); Frame1.RotateXTo(0.0, 220); Frame1.TranslateTo(Frame1.TranslationX, Frame1.TranslationY + 15, 170); Frame5.IsVisible = true; Frame5.Opacity = 0.0; await Frame5.FadeTo(1.0, 1500); Frame6.IsVisible = true; Frame6.Opacity = 0.0; await Frame6.FadeTo(1.0, 500); ButAnim = true; while (ButAnim) { await Frame6.ScaleTo(0.93, 100); await Frame6.ScaleTo(1.0, 100); await Task.Delay(1000); } //await Frame4.TranslateTo(Frame4.TranslationX, Frame4.TranslationY - 100, 600); }
// Update is called once per frame void Update() { timer += Time.deltaTime; Frame2 thisframe = new Frame2(); if (done2 && (currentFrame < animations.Count)) { thisframe = animations[currentFrame++]; //could be updated by using an easy way //here just find the joint name and give its values giveJointValues(thisframe); } }
public async void Frame2Anim() { Frame2.TranslationY = -300; Frame2.Opacity = 0.0; await Task.Delay(1700); Frame2.IsVisible = true; Frame2.FadeTo(1.0, 600); await Frame2.TranslateTo(Frame2.TranslationX, Frame2.TranslationY + 650, 200); await Frame2.TranslateTo(Frame2.TranslationX, Frame2.TranslationY - 250, 400); await Frame2.TranslateTo(Frame2.TranslationX, Frame2.TranslationY - 100, 470); }
private void giveJointValues(Frame2 thisframe) { for (int i = 0; i < listOfAllBones.Count; i++) { for (int j = 0; j < thisframe.joints.Length; j++) { if (thisframe.joints[j].JointName.Equals(listOfAllBones[i].name)) { listOfAllBones[i].position = thisframe.joints[j].position; var newRot = vec4ToQuaternion(thisframe.joints[j].rotation); listOfAllBones[i].rotation = Quaternion.identity; } } } }
void readstream(StreamReader reader) { while (!reader.EndOfStream) { Frame2 temp = new Frame2(); temp.joints = new Joint2[rokokoBones.Count]; var line = reader.ReadLine(); var values = line.Split(','); float[] floatValues = new float[values.Length]; // Convesion from string to float for (int i = 0; i < values.Length; i++) { if (values[i].Contains(".")) { int valueLength = values[i].Length; floatValues[i] = float.Parse(values[i]); int start = 0; if (values[i].Contains("-")) { start++; } for (int j = start; j < valueLength - 2; j++) { floatValues[i] *= 0.1f; } } } //read float to the joints temp.frameNumber = (int)floatValues[0]; for (int i = 0; i < rokokoBones.Count; i++) { Vector3 tempvect = new Vector3(floatValues[i * 7 + 8], floatValues[i * 7 + 9], floatValues[i * 7 + 10]); temp.joints[i].position = tempvect; Vector4 tempvec4 = new Vector4(floatValues[i * 7 + 11], floatValues[i * 7 + 12], floatValues[i * 7 + 13], floatValues[i * 7 + 14]); temp.joints[i].rotation = tempvec4; temp.joints[i].JointName = rokokoBones[i]; } animations.Add(temp); } }
/// <summary> /// 利用栈 自顶向下计算所有路径和 /// </summary> public static IList <int> GetPathSumFromTopByStack(Node root) { var sums = new List <int>(); var stack = new Stack <Frame2>(); var primer = new Frame2(root); primer.Sum = root.Val; stack.Push(primer); while (true) { var top = stack.Peek(); if (top.Node == null) { stack.Pop(); stack.Peek().Count++; continue; } // 该左结点进栈 if (top.Count == 0) { var leftFrame = new Frame2(top.Node.Left); if (leftFrame.Node != null) { leftFrame.Sum = top.Sum + leftFrame.Node.Val; } stack.Push(leftFrame); continue; } // 该右结点进栈 if (top.Count == 1) { var rightFrame = new Frame2(top.Node.Right); if (rightFrame.Node != null) { rightFrame.Sum = top.Sum + rightFrame.Node.Val; } stack.Push(rightFrame); continue; } var popped = stack.Pop(); // 叶子结点 if (popped.Node.Left == null && popped.Node.Right == null) { sums.Add(popped.Sum); } if (!stack.Any()) { break; } stack.Peek().Count++; } return(sums); }
public Set2(Frame2 frame1, Frame2 frame2) { this.frame1 = frame1; this.frame2 = frame2; }
private void Applicationbtn_Click(object sender, RoutedEventArgs e) { Frame2.Navigate(new RequestPage()); }
private void Tenderbtn_Click(object sender, RoutedEventArgs e) { Frame2.Navigate(new TenderPage()); }
private void TimeGridButton_Tapped(object sender, TappedRoutedEventArgs e) { Frame2.Navigate(typeof(CourseTablePage)); }
private void WeekNumGridButton_Tapped(object sender, TappedRoutedEventArgs e) { Frame2.Navigate(typeof(WeeksPage)); }
private void Reader_FrameArrived(object sender, BodyFrameArrivedEventArgs e) { bool dataReceived = false; var currentrecord = record; using (BodyFrame bodyFrame = e.FrameReference.AcquireFrame()) { if (bodyFrame != null) { if (this.bodies == null) { this.bodies = new Body[bodyFrame.BodyCount]; } // The first time GetAndRefreshBodyData is called, Kinect will allocate each Body in the array. // As long as those body objects are not disposed and not set to null in the array, // those body objects will be re-used. bodyFrame.GetAndRefreshBodyData(this.bodies); dataReceived = true; } } //Console.WriteLine(" foo"); if (dataReceived) { using (DrawingContext dc = this.drawingGroup.Open()) { // Draw a transparent background to set the render size dc.DrawRectangle(Brushes.Black, null, new Rect(0.0, 0.0, this.displayWidth, this.displayHeight)); int penIndex = 0; foreach (Body body in this.bodies) { Pen drawPen = this.bodyColors[penIndex++]; if (body.IsTracked) { this.DrawClippedEdges(body, dc); IReadOnlyDictionary <JointType, Joint> joints = body.Joints; // convert the joint points to depth (display) space Dictionary <JointType, Point> jointPoints = new Dictionary <JointType, Point>(); var signs = new Signs(); var frame = new Frame2(); List <Joint1> Joint = new List <Joint1>(); foreach (JointType jointType in joints.Keys) { // sometimes the depth(Z) of an inferred joint may show as negative // clamp down to 0.1f to prevent coordinatemapper from returning (-Infinity, -Infinity) CameraSpacePoint position = joints[jointType].Position; if (position.Z < 0) { position.Z = InferredZPositionClamp; } DepthSpacePoint depthSpacePoint = this.coordinateMapper.MapCameraPointToDepthSpace(position); jointPoints[jointType] = new Point(depthSpacePoint.X, depthSpacePoint.Y); var z = joints[jointType].Position.Z * 275.36339626; var joint = new Joint1(); joint.Name = Enum.GetName(typeof(JointType), jointType); joint.X = jointPoints[jointType].X.ToString(); joint.Y = jointPoints[jointType].Y.ToString(); joint.Z = z.ToString(); Joint.Add(joint); } frame.Joint = closestTobody(Joint); signs.Sign.Frame.Add(frame); System.Xml.Serialization.XmlSerializer writer = new System.Xml.Serialization.XmlSerializer(typeof(Signs)); using (FileStream fs = new FileStream(@".\" + "python" + ".xml", FileMode.Create)) { writer.Serialize(fs, signs); } this.DrawBody(joints, jointPoints, dc, drawPen); this.DrawHand(body.HandLeftState, jointPoints[JointType.HandLeft], dc); this.DrawHand(body.HandRightState, jointPoints[JointType.HandRight], dc); } } // prevent drawing outside of our render area this.drawingGroup.ClipGeometry = new RectangleGeometry(new Rect(0.0, 0.0, this.displayWidth, this.displayHeight)); } } }