public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args) { if (_timer != null) { // // No need to queue up another transition when the user is interacting. // // Note: We could still attempt to play the animations, but the Try* request would just be ignored by the tracker. // _timer.Stop(); } }
public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args) { }
public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args) { Debug.WriteLine(nameof(InteractingStateEntered)); }
void IInteractionTrackerOwner.InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args) { m_isInteracting = true; }
//private async void MainPage_Loaded(object sender, RoutedEventArgs e) //{ // await Task.Delay(1000); // //var root = Root.ContainerVisual(); // //var compositor = root.Compositor; // var visual = Logo.Visual(); // //var visual = compositor.CreateSpriteVisual(); // //visual.Size = new Vector2(40, 40); // visual.CenterPoint = Vector3.Zero; // visual.Offset = Vector3.Zero; // //visual.Brush = compositor.CreateColorBrush(Colors.CadetBlue); // //root.Children.InsertAtTop(visual); // visual.StartScaleAnimation(null, new Vector2((float)1 * 20, (float)1 * 20), 5000.0d); // await Task.Delay(5001); // //visual.Scale = Vector3.One; // //BullclipLogo.Width = BullclipLogo.Width / 12; // //BullclipLogo.Height = BullclipLogo.Height / 12; // //visual.Opacity = 0.1f; // //Logo.InvalidateMeasure(); // //Logo.InvalidateArrange(); // //Logo.UpdateLayout(); //} #endregion #region IInteractionTrackerOwner Implementation public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args) { Debug.WriteLine("Fingers down"); }
void IInteractionTrackerOwner.InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args) { m_isInteracting = true; }
public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args) { if (_timer != null) { // // No need to queue up another transition when the user is interacting. // // Note: We could still attempt to play the animations, but the Try* request would just be ignored by the tracker. // _timer.Stop(); } }
public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args) { IsAnimating = false; }
public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args) { ConfigureAnimations(_visual, null); }
public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args) { State = InteractionTrackerState.Interacting; StateOrValuesChanged?.Invoke(sender, new Tuple <InteractionTrackerState, Vector3>(State, position)); }