public virtual void Update() { if (!_isRendering) { return; } PreUpdateCallback?.Invoke(this, new EventArgs()); // Mouse inputs are for dashboards only right now. if (DashboardOverlay != null && !DashboardOverlay.IsVisible()) { if (_wasVisible) { _wasVisible = false; HandleMouseLeaveEvent(); } return; } _wasVisible = true; // We'll handle mouse events here eventually. if (DashboardOverlay != null) { while (DashboardOverlay.PollEvent(ref ovrEvent)) { HandleEvent(); } } PostUpdateCallback?.Invoke(this, new EventArgs()); }
public virtual void Draw() { if (!CanDoUpdates()) { return; } PreDrawCallback?.Invoke(this, new EventArgs()); UpdateTexture(); if (DashboardOverlay != null && DashboardOverlay.IsVisible()) { DashboardOverlay.SetTexture(ref _textureData); DashboardOverlay.Show(); } if (InGameOverlay != null && InGameOverlay.IsVisible()) { InGameOverlay.SetTexture(ref _textureData); InGameOverlay.Show(); } PostDrawCallback?.Invoke(this, new EventArgs()); }
bool CanDoUpdates() { if (Browser == null) { return(false); } if (DashboardOverlay == null && InGameOverlay == null) { return(false); // We can go no further. } //This prevents Draw() from failing on get of bitmap when attachment is delayed for controllers if (InGameOverlay != null && !InGameOverlay.AttachmentSuccess) { return(false); } if (DashboardOverlay != null && DashboardOverlay.IsVisible()) { return(true); } if (InGameOverlay != null && InGameOverlay.IsVisible()) { return(true); } return(false); }
public void UpdateInputSettings() { if (DashboardOverlay != null) { DashboardOverlay.ToggleInput(true); } if (InGameOverlay != null) { InGameOverlay.ToggleInput(EnableNonDashboardInput); } }
public virtual void Update() { if (!_isRendering) { return; } PreUpdateCallback?.Invoke(this, new EventArgs()); // Mouse inputs are for dashboards only right now. if (InGameOverlay != null) { while (InGameOverlay.PollEvent(ref eventData)) { EVREventType type = (EVREventType)eventData.eventType; HandleEvent(type, eventData); } } if (DashboardOverlay != null) { while (DashboardOverlay.PollEvent(ref eventData)) { EVREventType type = (EVREventType)eventData.eventType; HandleEvent(type, eventData); } } if ((!EnableNonDashboardInput || InGameOverlay == null) && DashboardOverlay != null && !DashboardOverlay.IsVisible()) { if (_wasVisible) { _wasVisible = false; HandleMouseLeaveEvent(); } return; } _wasVisible = true; PostUpdateCallback?.Invoke(this, new EventArgs()); }
public virtual void Draw() { if (!CanDoUpdates()) { return; } PreDrawCallback?.Invoke(this, new EventArgs()); var newbitmap = _browser.ScreenshotAsync().Result; if (newbitmap != null) { if (_bitmap != null) { _bitmap.Dispose(); } _bitmap = newbitmap; _browserDidUpdate = true; } UpdateTexture(); if (_bitmap != null) { if (DashboardOverlay != null && DashboardOverlay.IsVisible()) { DashboardOverlay.SetTexture(ref _textureData); DashboardOverlay.Show(); } if (InGameOverlay != null && InGameOverlay.IsVisible()) { InGameOverlay.SetTexture(ref _textureData); InGameOverlay.Show(); } } PostDrawCallback?.Invoke(this, new EventArgs()); }
private void load(DashboardOverlay dashboard) { StateContainer = dashboard; }
public TestSceneDashboardOverlay() { Add(overlay = new DashboardOverlay()); }