public BalanceBoardInformation(IBalanceBoard board) { _Board = board; _BoxX = (float)_Random.NextDouble(); _BoxY = (float)_Random.NextDouble(); this.Build(); }
public void OnBalanceChanged(IBalanceBoard newBalance, IGame game) { if (_writer == null) { return; } _currentData[0] = new Vub.Etro.IO.Vector4(newBalance.CenterOfPressure.X, newBalance.CenterOfPressure.Y, newBalance.Weight, 0); writeGameObjects(game, (int)labels.Length); _writer.WriteIntFrame(_currentData); WriteAnalogData(game); }
public void ProcessBalanceBoard(IBalanceBoard balanceBoard) { BalanceBoardProcessRequest p = new BalanceBoardProcessRequest(); p.Analyzer = _analyzer as IBalanceBoardAnalyzer; p.CurrentBalance = balanceBoard; lock (_lockObject) { _requestQueue.Enqueue(p); if (_requestQueue.Count == 1) // the only element that we just inserted is there { Monitor.Pulse(_lockObject); } } }
static void deviceProvider_DeviceFound(object sender, DeviceInfoEventArgs e) { IDeviceProvider deviceProvider = (IDeviceProvider)sender; Console.WriteLine("A device has been found."); IDeviceInfo foundDeviceInfo = e.DeviceInfo; // Example 2. Connecting to a discovered device. // When you connect to a discovered device, it will result in a IDevice. // IDevice represents the device when connected. Console.WriteLine("Connecting to the device..."); IDevice device = deviceProvider.Connect(foundDeviceInfo); Console.WriteLine("Connected to the device."); // You have connected to the device, // and can now use 'device' to interact with the connected device. // Note that 'device.DeviceInfo' is refering to 'foundDeviceInfo', which we used to connect to the device. // We can use the Disconnected event to stay informed if we can still use the device. device.Disconnected += device_Disconnected; // When the 'device' is an 'IDevice' you can only access properties that are common to // all Devices (Wiimote, BalanceBoard, etc...). // These devices have their own types in WiiDeviceLibrary: IWiimote and IBalanceBoard. Both of these types inherit from IDevice. // To use properties specific to the devices you will have to cast the 'device' to the proper interface. // First we check if the device is the desired type. if (device is IWiimote) { IWiimote wiimote = (IWiimote)device; Console.WriteLine("We have connected to a Wiimote device."); // Here we have access to all the operations that we can perform on a Wiimote. // That's it for connecting to Wii devices. } else if (device is IBalanceBoard) { IBalanceBoard balanceboard = (IBalanceBoard)device; Console.WriteLine("We have connected to a BalanceBoard device."); // Here we have access to all the operations that we can perform on a BalanceBoard. } // If we don't want to be connected to the device, we can disconnect like this: device.Disconnect(); }
void DeviceFound(object sender, DeviceInfoEventArgs args) { IDevice device = deviceProvider.Connect(args.DeviceInfo); Console.WriteLine("Found device: " + device.ToString()); board = (IBalanceBoard)device; connected(sender, args); Console.WriteLine("Waiting 2 seconds for tare..."); Thread.Sleep(2000); Console.WriteLine("Tare done."); tare[0] = board.TopLeftWeight; tare[1] = board.BottomLeftWeight; tare[2] = board.TopRightWeight; tare[3] = board.BottomRightWeight; board.Updated += Updated; }
///<summary> /// Constructor that sets current balance state for the event. </summary> public BalanceChangedEventArgs(IBalanceBoard balance) { _balance = balance; }