Exemple #1
0
        private void generateMatrixButtons(int i_NumOfRows, int i_NumOfCols)
        {
            int colIndex, rowIndex;
            int positionButtonCol, positionButtonRow;

            for (rowIndex = 0; rowIndex < i_NumOfRows; rowIndex++)
            {
                for (colIndex = 0; colIndex < i_NumOfCols; colIndex++)
                {
                    MatrixButton matrixButtonToGenerate = new MatrixButton(m_GameManager.LogicGameBoard.GameBoard[rowIndex, colIndex]);
                    positionButtonCol = ((matrixButtonToGenerate.Width + k_SpaceBetweenButtons) * colIndex) + k_SpaceBetweenButtons;
                    positionButtonRow = ((matrixButtonToGenerate.Height + k_SpaceBetweenButtons) * rowIndex) + (k_SpaceBetweenButtons * 3) + k_ColButtonHeight;
                    matrixButtonToGenerate.Location   = new Point(positionButtonCol, positionButtonRow);
                    m_BoardMatrix[rowIndex, colIndex] = matrixButtonToGenerate;
                    this.Controls.Add(matrixButtonToGenerate);
                }
            }
        }
Exemple #2
0
        public bool IsPressed(MatrixButton buttonToCheck)
        {
            if (!_buttons.Contains(buttonToCheck))
            {
                return(false);
            }

            foreach (int pinNo in OutputPins)
            {
                _gpioController.Write(pinNo, PinValue.Low);
            }

            _gpioController.Write(buttonToCheck.RowPin, PinValue.High);
            var state = _gpioController.Read(buttonToCheck.ColumnPin);

            _gpioController.Write(buttonToCheck.RowPin, PinValue.Low);

            return(state == PinValue.High);
        }
Exemple #3
0
 public MatrixButtonView(MatrixButton matrixButton)
 {
     InitializeComponent();
     DataContext  = this;
     MatrixButton = matrixButton;
 }