private void UpdateUi(DisplayStatus status) { NetworkError.Visibility = Visibility.Hidden; NoLocation.Visibility = Visibility.Hidden; NoBinSchedule.Visibility = Visibility.Hidden; BusyIndicator.IsActive = false; BinStatusList.Visibility = Visibility.Hidden; switch (status) { case DisplayStatus.Busy: BusyIndicator.IsActive = true; break; case DisplayStatus.NoLocation: NoLocation.Visibility = Visibility.Visible; break; case DisplayStatus.NetworkError: NetworkError.Visibility = Visibility.Visible; break; case DisplayStatus.NoBinSceduale: NoBinSchedule.Visibility = Visibility.Visible; break; case DisplayStatus.Displaying: BinStatusList.Visibility = Visibility.Visible; break; } }
private void DisplayInfo() { string performance = OutputTextHandler.HowManyValid(_reactionTimes, _taskType, _threshold); _panel.GetComponentInChildren <Text>().text = performance; _currentDisplayStatus = DisplayStatus.DisplayingInfo; }
public void SetDisplayStatus(DisplayStatus displayStatus) { _shutickySetting.DisplayStatus = displayStatus; //DisplayStatusに応じて switch (_shutickySetting.DisplayStatus) { case DisplayStatus.Visible: { this.WindowState = WindowState.Normal; this.Visibility = Visibility.Visible; this.Activate(); break; } case DisplayStatus.Minimize: { //this.Visibility = Visibility.Visible; this.WindowState = WindowState.Minimized; break; } case DisplayStatus.Hidden: { this.Visibility = Visibility.Hidden; break; } } }
public static bool CheckForSpamming(DisplayStatus currentDisplayStatus, bool spacebarPressed) { if (spacebarPressed && (currentDisplayStatus == DisplayStatus.WaitToDisplaySprite)) { SpamCounter.Add(TimeHandler.GetMilliseconds()); } return(false); }
public InformationNugget(string infoText, DisplayStatus nextDisplayStatus, int displayTime, bool skippable, SpriteTypes type = SpriteTypes.None) { InfoText = infoText; NextDisplayStatus = nextDisplayStatus; DisplayTime = displayTime; Skippable = skippable; Type = type; }
private void GetInformation() { _informationHolder.Reset(); _currentInfo = _informationHolder.GetNextInformation(); _currentDisplayStatus = _currentInfo.NextDisplayStatus; _panel.GetComponentInChildren <Text>().text = _currentInfo.InfoText; _allowedSkipping = _currentInfo.Skippable; }
protected void SetStatus(DisplayStatus status) { this.status = status; ExternalEventArgs args = new ExternalEventArgs(); args.Action = ExternalAction.ConnectionChanged; args.Command = status; EventReceived(args); }
//---------------------------------------------------------------------------------------------------- /// <summary> /// ロゴの表示 /// </summary> void DisplayLogo() { //状態の終了 if (m_countTime >= m_displayTime) { m_displayState = DisplayStatus.disappear; m_countTime = 0; } }
private void ucUploadFile_Load(object sender, EventArgs e) { try { StatusDelegate = new DisplayStatus(ShowStatus); } catch (Exception ex) { Logger.Logger.WriteLog(ex); } }
private void ShowNotification() { if (++_numberOfSpamming >= 3) { _currentDisplayStatus = DisplayStatus.GoToMainMenu; } else { _timeOfSpamming = TimeHandler.GetMilliseconds(); _spammingText.gameObject.SetActive(true); } }
private void DisplayInfo() { double mean = SrtHandler.GetMean(_reactionTimes); _threshold = SrtHandler.GetAcceptableReationTime(_reactionTimes); string performance = OutputTextHandler.Performance(mean, _baselineSettings.NumberOfTasks); _panel.GetComponentInChildren <Text>().text = performance; GlobalSettings.Gs?.UpdateThreshold(_threshold); _currentDisplayStatus = AntiSpamming.DidHeSpam(4) || !(mean < double.MaxValue) ? DisplayStatus.GoToMainMenu : DisplayStatus.DisplayingInfo; UnityClient.Communicator.Connect(); }
//---------------------------------------------------------------------------------------------------- /// <summary> /// ロゴの登場 /// </summary> void AppearanceLogo() { m_workColor = AuthorLogo.color; m_workColor.a = m_countTime / m_appearanceTime; AuthorLogo.color = m_workColor; //状態の終了 if (m_workColor.a >= 1f) { m_displayState = DisplayStatus.display; m_countTime = 0; } }
private static void PowerManager_DisplayStatusChanged(object sender, object e) { DisplayStatus displayStatus = PowerManager.DisplayStatus; OutputMessage($"Display status changed: {displayStatus}"); if (displayStatus == DisplayStatus.Off) { // The screen is off, let's stop rendering foreground graphics, // and instead kick off some background work now. StopUpdatingGraphics(); StartDoingBackgroundWork(); } }
private void HandleUserInput() { if (!_spacebarPressed) { return; } _reactionTime = _passedTime; if (_sprite != null) { RemoveSprite(); } _waitingForUser = false; _currentDisplayStatus = DisplayStatus.DisplayResults; }
static void Main(string[] args) { //For explicit initialization, call Bootstrap.Initialize() to load the Windows App SDK framework package //Remove WindowsPackageType=None in project file // Bootstrap.Initialize(0x00010000, "preview3"); // Call a simple Windows App SDK API, and output the result DisplayStatus dispStatus = PowerManager.DisplayStatus; Console.WriteLine("Hello World!"); Console.WriteLine($"DisplayStatus: {dispStatus}"); //When performing explicit initialization, release the Dynamic Dependencies Lifetime Manager // Bootstrap.Shutdown(); }
private void editStatus(DisplayStatus status) { if (status == DisplayStatus.Connected) { lbl_connection_status.ForeColor = Color.Green; } else if (status == DisplayStatus.Connecting) { lbl_connection_status.ForeColor = Color.Orange; } else { lbl_connection_status.ForeColor = Color.Red; } lbl_connection_status.Text = status.ToString("g"); }
private void RefreshTimer_Tick(object sender, ElapsedEventArgs e) { StateChangedArgs args = new StateChangedArgs(); if (displayStatus != externalDisplay.Status) { displayStatus = externalDisplay.Status; args.DisplayStatus = displayStatus; } if (displayStatus == DisplayStatus.Connected) { RefreshDataToDisplay(); } args.StreamBandwidthInKb = externalDisplay.StreamBandwidthInKb; listeners?.BeginInvoke(args, (ar) => { }, null); }
public override int GetHashCode() { int hash = 1; if (sender_ != null) { hash ^= Sender.GetHashCode(); } if (DisplayStatus != global::AcFunDanmu.CommonStateSignalCurrentRedpackList.Types.RedpackDisplayStatus.Show) { hash ^= DisplayStatus.GetHashCode(); } if (GrabBeginTimeMs != 0L) { hash ^= GrabBeginTimeMs.GetHashCode(); } if (GetTokenLatestTimeMs != 0L) { hash ^= GetTokenLatestTimeMs.GetHashCode(); } if (RedPackId.Length != 0) { hash ^= RedPackId.GetHashCode(); } if (RedpackBizUnit.Length != 0) { hash ^= RedpackBizUnit.GetHashCode(); } if (RedpackAmount != 0L) { hash ^= RedpackAmount.GetHashCode(); } if (RsettleBeginTime != 0L) { hash ^= RsettleBeginTime.GetHashCode(); } if (_unknownFields != null) { hash ^= _unknownFields.GetHashCode(); } return(hash); }
private void ShowSprite() { _iSprite++; if (_iSprite % 3 == 2 && _reactionTimes[_iSprite / 3] < 0) { if (_taskType[_iSprite / 3] == 0) { _taskSettings.NonIncentiveOrder[_iSprite % 3] = SpriteTypes.Incorrect; } else { _taskSettings.IncentiveOrder[_iSprite % 3] = SpriteTypes.Incorrect; } } _currentSpriteType = _taskType[_iSprite / 3] == 0 ? _taskSettings.NonIncentiveOrder[_iSprite % 3] : _taskSettings.IncentiveOrder[_iSprite % 3]; if (_iSprite < _taskSettings.NumberOfTasks * 3 - 1) { _upcomingSpriteType = _taskType[(_iSprite + 1) / 3] == 0 ? _taskSettings.NonIncentiveOrder[(_iSprite + 1) % 3] : _taskSettings.IncentiveOrder[(_iSprite + 1) % 3]; } _currentSprite = SpriteHandler.Sh.CreateSprite(_currentSpriteType, _panel); _currentDisplayStatus = DisplayStatus.DisplayingSprite; }
public void SetNextDisplayStatus(DisplayStatus newStatus) { NextDisplayStatus = newStatus; }
public void Update() { _spacebarPressed = Input.GetKeyDown("space"); CheckSkipping(); _passedTime += Time.deltaTime * 1000; double threshold = UnityClient.Communicator.HandleServerParams(); if (Math.Abs(threshold) > float.Epsilon) { _threshold = threshold; } switch (_currentDisplayStatus) { case DisplayStatus.DisplayingInfo: var limit = _currentInfo.DisplayTime != -1 ? _currentInfo.DisplayTime : _taskSettings.InfoTime; if (_passedTime > limit) { if (_currentSprite != null) { SpriteHandler.Sh.DestroySprite(_currentSprite); } _currentInfo = _informationHolder.GetNextInformation(); _currentDisplayStatus = _currentInfo.NextDisplayStatus; _panel.GetComponentInChildren <Text>().text = _currentInfo.InfoText; _allowedSkipping = _currentInfo.Skippable; _passedTime = 0; } break; case DisplayStatus.DisplayResults: HandleUserInput(); if (_passedTime > _spriteSettings.GetTimeSettings(_currentSpriteType).SpriteDelayTime) { DisplayInfo(); _passedTime = 0; } break; case DisplayStatus.WaitToDisplaySprite: AntiSpamming.CheckForSpamming(_currentDisplayStatus, _spacebarPressed); HandleUserInput(); if (_passedTime > _spriteSettings.GetTimeSettings(_upcomingSpriteType).SpriteDelayTime) { _panel.GetComponentInChildren <Text>().text = ""; ShowSprite(); _passedTime = 0; } break; case DisplayStatus.DisplayingSprite: if (_passedTime > _spriteSettings.GetTimeSettings(_currentSpriteType).SpriteDisplayTime) { AntiSpamming.Clear(); RemoveSprite(); } HandleUserInput(); break; case DisplayStatus.WaitingUserInput: if (_spacebarPressed) { _currentDisplayStatus = DisplayStatus.DisplayingInfo; } break; case DisplayStatus.DisplayBoth: limit = _currentInfo.DisplayTime != -1 ? _currentInfo.DisplayTime : _taskSettings.InfoTime; if (_passedTime > limit) { if (_currentSprite != null) { SpriteHandler.Sh.DestroySprite(_currentSprite); } _currentInfo = _informationHolder.GetNextInformation(); _currentSprite = SpriteHandler.Sh.CreateSprite(_currentInfo.Type, _panel, Position.Above); _currentDisplayStatus = _currentInfo.NextDisplayStatus; _panel.GetComponentInChildren <Text>().text = _currentInfo.InfoText; _allowedSkipping = _currentInfo.Skippable; _passedTime = 0; } break; case DisplayStatus.GoToMainMenu: if (_passedTime > _taskSettings.InfoTime) { UnityClient.Communicator.Disconnect(); GuiHandler.GoToMainMenu(); } break; case DisplayStatus.GoToNextScene: limit = _currentInfo.DisplayTime != -1 ? _currentInfo.DisplayTime : _taskSettings.InfoTime; if (_passedTime > limit) { if (Randomness.Rand.NextDouble() < 0.5) { _punishmentPanel.SetActive(true); } else { _rewardPanel.SetActive(true); } _panel.SetActive(false); } break; default: throw new ArgumentOutOfRangeException(); } }
/// <summary> /// Sets entire display (D) on/off, cursor on/off (C), /// and blinking of cursor position character (B). /// </summary> /// <param name="cursorBlinking">Blinking of cursor</param> /// <param name="cursorChar">Cursor position char</param> /// <param name="displayStatus">Display Status On/Off</param> private void DisplayControl(CursorBlinking cursorBlinking, CursorChar cursorChar, DisplayStatus displayStatus) { // DB7 DB6 DB5 DB4 DB3 DB2 DB1 DB0 // 0 0 0 0 1 D C B byte displayCtrlCmd = DISPLAY_CONTROL; // blinking of cursor if (cursorBlinking == CursorBlinking.Yes) displayCtrlCmd |= BLINK_CURSOR_ENABLE; this.blinkCursor = (cursorBlinking == CursorBlinking.Yes); // display cursor position char if (cursorChar == CursorChar.Display) displayCtrlCmd |= CURSOR_CHAR_ENABLE; this.showCursor = (cursorChar == CursorChar.Display); // display status on/off if (displayStatus == DisplayStatus.On) displayCtrlCmd |= DISPLAY_STATUS_ON; this.displayOn = (displayStatus == DisplayStatus.On); this.SendCommand(displayCtrlCmd); // 37 us (datasheet) }
private void ShowSprite() { _sprite = SpriteHandler.Sh.CreateSprite(SpriteTypes.Baseline, _panel); _currentDisplayStatus = DisplayStatus.DisplayingSprite; }
} // 0x00BC1420-0x00BC1A80 private void UpdateStatus(int diplayId, DirtyFlag.StatusFlag dirty, DisplayStatus displayStatus) { } // 0x00BC1A80-0x00BC2A30
private void DisplayPlayerStatus(DisplayStatus message) { Console.WriteLine($"{PlayerActorState.PlayerName} received DisplayStatus"); Console.WriteLine($"{PlayerActorState.PlayerName} has {PlayerActorState.Health} health"); }
private void DisplayResults() { _panel.GetComponentInChildren <Text>().text = "Your reaction took " + _reactionTime.ToString("#.0") + " miliseconds."; _currentDisplayStatus = DisplayStatus.DisplayingInfo; }
private void RemoveSprite() { SpriteHandler.Sh.DestroySprite(_sprite); _currentDisplayStatus = _waitingForUser ? DisplayStatus.WaitingUserInput : DisplayStatus.DisplayingInfo; }
private void RemoveSprite() { SpriteHandler.Sh.DestroySprite(_currentSprite); _currentDisplayStatus = _iSprite < _taskSettings.NumberOfTasks * 3 - 1 ? DisplayStatus.WaitToDisplaySprite : DisplayStatus.DisplayResults; }
/// <summary> /// Sets entire display (D) on/off, cursor on/off (C), /// and blinking of cursor position character (B). /// </summary> /// <param name="cursorBlinking">Blinking of cursor</param> /// <param name="cursorChar">Cursor position char</param> /// <param name="displayStatus">Display Status On/Off</param> private void DisplayControl(CursorBlinking cursorBlinking, CursorChar cursorChar, DisplayStatus displayStatus) { // DB7 DB6 DB5 DB4 DB3 DB2 DB1 DB0 // 0 0 0 0 1 D C B byte displayCtrlCmd = DISPLAY_CONTROL; // blinking of cursor if (cursorBlinking == CursorBlinking.Yes) { displayCtrlCmd |= BLINK_CURSOR_ENABLE; } this.blinkCursor = (cursorBlinking == CursorBlinking.Yes); // display cursor position char if (cursorChar == CursorChar.Display) { displayCtrlCmd |= CURSOR_CHAR_ENABLE; } this.showCursor = (cursorChar == CursorChar.Display); // display status on/off if (displayStatus == DisplayStatus.On) { displayCtrlCmd |= DISPLAY_STATUS_ON; } this.displayOn = (displayStatus == DisplayStatus.On); this.SendCommand(displayCtrlCmd); // 37 us (datasheet) }
public Display(int displayId, DisplayStatus displayStatus, int displayFloor) { id = displayId; status = displayStatus; floor = displayFloor; }
private void Update() { _spacebarPressed = Input.GetKeyDown("space"); CheckSkipping(); _passedTime += Time.deltaTime * 1000; switch (_currentDisplayStatus) { case DisplayStatus.DisplayingInfo: var limit = _currentInfo.DisplayTime != -1 ? _currentInfo.DisplayTime : _infoDisplayTime; if (_passedTime > limit) { _currentInfo = _informationHolder.GetNextInformation(); _currentDisplayStatus = _currentInfo.NextDisplayStatus; _panel.GetComponentInChildren <Text>().text = _currentInfo.InfoText; _allowedSkipping = _currentInfo.Skippable; _passedTime = 0; } break; case DisplayStatus.DisplayResults: DisplayResults(); _passedTime = 0; break; case DisplayStatus.WaitToDisplaySprite: limit = _currentInfo.DisplayTime != -1 ? _currentInfo.DisplayTime : _infoDisplayTime; if (_passedTime > limit) { _panel.GetComponentInChildren <Text>().text = ""; ShowSprite(); _waitingForUser = true; _passedTime = 0; } break; case DisplayStatus.DisplayingSprite: if (_passedTime > _timeSettings.SpriteDisplayTime) { RemoveSprite(); } HandleUserInput(); break; case DisplayStatus.WaitingUserInput: if (_spacebarPressed) { HandleUserInput(); } break; case DisplayStatus.DisplayBoth: break; case DisplayStatus.GoToMainMenu: if (_passedTime > _infoDisplayTime) { GuiHandler.GoToMainMenu(); } break; case DisplayStatus.GoToNextScene: if (_passedTime > _infoDisplayTime) { _panel.SetActive(false); PanelSrt.SetActive(true); } break; default: throw new ArgumentOutOfRangeException(); } }