internal HoldingEventArgs(uint pointerId, PointerDeviceType type, Point position, HoldingState state) { PointerId = pointerId; PointerDeviceType = type; Position = position; HoldingState = state; }
internal void OnCellHolding(DataGridCellInfo cellInfo, HoldingState holdingState) { if (cellInfo.Column.IsCellFlyoutEnabled && holdingState == HoldingState.Started) { this.CommandService.ExecuteCommand(Telerik.UI.Xaml.Controls.Grid.Commands.CommandId.CellFlyoutAction, new CellFlyoutActionContext(cellInfo, true, CellFlyoutGesture.Holding)); } }
private void TryEndHolding(HoldingState state) { Debug.Assert(state != HoldingState.Started); StopHoldingTimer(); if (_holdingState == HoldingState.Started) { _holdingState = state; _recognizer.Holding?.Invoke(_recognizer, new HoldingEventArgs(Down.PointerId, PointerType, Down.Position, state)); } }
// Start is called before the first frame update void Start() { player = GameObject.Find("Player").GetComponent <Player>(); // get the Player script isPlayerHolding = player.isHolding; // set the isPlayerHolding bool playerHoldingName = player.holdingName; // set the name of what the player is holding holdingState = player.holdingState; santasSack = GameObject.Find("Santa Bag").GetComponent <SantasSack>(); // get the SantasSack script toyList = santasSack.toyList; // set the list of toys from SantasSack holdingIndicator = GameObject.Find("Holding Indicator"); holdingIndicatorSR = GameObject.Find("Holding Indicator").GetComponent <SpriteRenderer>(); holdingText = GameObject.Find("Player Holding UI").GetComponentInChildren <TextMeshProUGUI>(); // get the TextMesh Pro UGUI }
public void SwitchState(HandGesture inputType) { BaseInputState state = null; switch (inputType) { case HandGesture.Touching: state = new TouchingState(m_InputTouch); break; case HandGesture.Click: state = new ClickState(m_InputTouch); break; case HandGesture.Holding: state = new HoldingState(m_InputTouch); break; case HandGesture.Drag: state = new DragState(m_InputTouch); break; case HandGesture.Slip: state = new SlipState(m_InputTouch); break; case HandGesture.Realease: state = new ReleaseState(m_InputTouch); break; default: state = new NoneInput(m_InputTouch); break; } if (state != null) { Switch(state); } else { Debug.Log("InputStateFSM.SwitchState " + inputType + "is None"); } }
public HoldingEventArgs(object source, RoutedEvent arg1, Point p, ulong device, HoldingState holdingState) : this(NoesisGUI_PINVOKE.new_HoldingEventArgs(Noesis.Extend.GetInstanceHandle(source), RoutedEvent.getCPtr(arg1), ref p, device, (int)holdingState), true) { }
public CellHoldingContext(DataGridCellInfo cellInfo, HoldingState holdingState) { this.CellInfo = cellInfo; this.HoldingState = holdingState; }
private async Task HandleAirplaneHolding(Airplane airplane, IDictionary <string, AirplaneState> future) { HoldingState holdingState = (HoldingState)airplane.AirplaneState; FlightPlan flightPlan = airplane.FlightPlan; // Case 1: airplane holding at destination airport if (holdingState.Fix == flightPlan.Destination) { // Grant approach clearance if no other airplane is cleared for approach at the same airport. if (!future.Values.OfType <ApproachState>().Any(state => state.Airport == flightPlan.Destination)) { future[flightPlan.CallSign] = new ApproachState(flightPlan.Destination); await SendInstructionAsync(flightPlan.CallSign, new ApproachClearance(flightPlan.Destination)).ConfigureAwait(false); if (logger_.IsEnabled(LogLevel.Debug)) { logger_.LogDebug(LoggingEvents.InstructionIssued, null, "ATC: Airplane {CallSign} is has been cleared for approach at {Destination}", flightPlan.CallSign, flightPlan.Destination.Name); } } else { future[flightPlan.CallSign] = new HoldingState(flightPlan.Destination); if (logger_.IsEnabled(LogLevel.Debug)) { // Technically no new instruction has been issued, but the old instruction remains in place, // so we will reuse InstructionIssued event here logger_.LogDebug(LoggingEvents.InstructionIssued, null, "ATC: Airplane {CallSign} should continue holding at {Destination} because of other traffic landing", flightPlan.CallSign, flightPlan.Destination.Name); } } return; } // Case 2: holding at some point enroute Fix nextFix = flightPlan.GetNextFix(holdingState.Fix); if (future.Values.OfType <EnrouteState>().Any(enrouteState => enrouteState.To == nextFix)) { future[flightPlan.CallSign] = holdingState; if (logger_.IsEnabled(LogLevel.Debug)) { logger_.LogDebug(LoggingEvents.InstructionIssued, null, "ATC: Airplane {CallSign} should continue holding at {Fix} because of traffic contention at {DesiredFix}", flightPlan.CallSign, holdingState.Fix.Name, nextFix.Name); } } else { future[flightPlan.CallSign] = new EnrouteState(holdingState.Fix, nextFix); // We always optmimistically give an enroute clearance all the way to the destination await SendInstructionAsync(flightPlan.CallSign, new EnrouteClearance(flightPlan.Destination, flightPlan.FlightPath)); if (logger_.IsEnabled(LogLevel.Debug)) { logger_.LogDebug(LoggingEvents.InstructionIssued, null, "ATC: Airplane {CallSign} should end holding at {Fix} and proceed to destination. Next fix {NextFix}. Issued new enroute clearance.", flightPlan.CallSign, holdingState.Fix.Name, nextFix.Name); } } }