/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { if (_isInitialized && (ScreenState & UserInterface.ScreenState.NonInteractive) == 0) { MouseState currentState = Mouse.GetState(); Rectangle mouseBoundingBox = new Rectangle(currentState.X, currentState.Y, 1, 1); foreach (GuiDrawable guiDrawable in _guiDrawable) { guiDrawable.Update(currentState, _oldMouseState, mouseBoundingBox, gameTime); } foreach (ExerciseTile exerciseTile in _exerciseTiles) { exerciseTile.Update(currentState, _oldMouseState, mouseBoundingBox, gameTime); } _colorStream.Update(gameTime); _repetitionString = string.Format( "Completed {0} of {1}", _exerciseQueue.CurrentExercise.Repetitions, _exerciseQueue.CurrentExercise.RepetitionsToComplete ); _oldMouseState = currentState; } base.Update(gameTime); }
public override void Update(GameTime gameTime) { UpdateSkeletons(gameTime); if (ColorStream != null) { ColorStream.Update(gameTime); } if (DepthStream != null) { DepthStream.Update(gameTime); } base.Update(gameTime); }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { if (_isInitialized) { MouseState currentState = Mouse.GetState(); Rectangle mouseBoundingBox = new Rectangle(currentState.X, currentState.Y, 1, 1); _colorStream.Update(gameTime); foreach (GuiDrawable guiDrawable in _guiDrawable) { guiDrawable.Update(currentState, _oldMouseState, mouseBoundingBox, gameTime); } if (null != Chooser.Sensor && Chooser.Sensor.IsRunning) { if (mouseBoundingBox.Intersects(_scrollable.GraceArea)) { _scrollable.Update(currentState, _oldMouseState, mouseBoundingBox, gameTime); if (currentState.LeftButton == ButtonState.Released && _oldMouseState.LeftButton == ButtonState.Pressed) { _timeStamp = gameTime.TotalGameTime.TotalMilliseconds; _elevationAngle = GetAngle(); } } if (_timeStamp != double.MinValue && gameTime.TotalGameTime.TotalMilliseconds - _timeStamp > 1500) { _timeStamp = double.MinValue; /** Sometimes, the USB port can just cause an error because of its drivers */ try { Chooser.Sensor.ElevationAngle = _elevationAngle; } catch (Exception e) { } } } _oldMouseState = currentState; } base.Update(gameTime); }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { /** * The exercise game component still "ups" the number of reps in its last update cycle * SO, this makes sure that the recording stops */ if (_recordingManager.Status == RecordingManagerStatus.Recording) { _recordingManager.StopRecording(); } if (_isInitialized && (ScreenState & UserInterface.ScreenState.NonInteractive) == 0) { MouseState currentState = Mouse.GetState(); Rectangle mouseBoundingBox = new Rectangle(currentState.X, currentState.Y, 1, 1); /** Update only the items pertinent to a RUNNING replay */ if (_isReplaying) { foreach (GuiDrawable guiDrawable in _guiDrawableReplay) { guiDrawable.Update(currentState, _oldMouseState, mouseBoundingBox, gameTime); } foreach (GuiDrawable guiDrawable in _guiDrawable) { if (guiDrawable.Text != "Catalog") { guiDrawable.Update(currentState, _oldMouseState, mouseBoundingBox, gameTime); } } } /** Update only the items pertinent to a SELECTING replay */ else { foreach (GuiDrawable guiDrawable in _guiDrawableSelect) { guiDrawable.Update(currentState, _oldMouseState, mouseBoundingBox, gameTime); } foreach (GuiDrawable guiDrawable in _guiDrawable) { guiDrawable.Update(currentState, _oldMouseState, mouseBoundingBox, gameTime); } } if (Math.Ceiling(_colorStream.Size.X) == Math.Ceiling(_colorStreamSize.X) && !string.IsNullOrEmpty(_fileId)) { _recordingManager.StartReplaying(_fileId); _fileId = string.Empty; } _colorStream.Size = Vector2.SmoothStep( _colorStream.Size, _colorStreamSize, ANIMATION_RATE ); _colorStream.Update(gameTime); _oldMouseState = currentState; } base.Update(gameTime); }