Esempio n. 1
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 /// <summary>
 /// Removes all event handlers for the specified engine
 /// </summary>
 /// <param name="engine">The engine to stop listening to</param>
 protected void UnregisterEngine(IGestureEngine engine)
 {
     // TODO: Is this needed? will we leak otherwise?
     engine.GestureAborted   -= engine_GestureAborted;
     engine.GestureCompleted -= engine_GestureCompleted;
     engine.GestureStarted   -= engine_GestureStarted;
 }
Esempio n. 2
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 protected override void OnGestureCompleted(IGestureEngine engine)
 {
     base.OnGestureCompleted(engine);
     if (engineStatuses.ContainsKey(engine.TouchDevice))
     {
         engineStatuses.Remove(engine.TouchDevice);
     }
 }
Esempio n. 3
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        protected override void OnTrackedElementTouchDown(object sender, TouchEventArgs e)
        {
            if (currentEngine == null)
            {
                currentEngine = CreateAndSetupGestureEngine(e.TouchDevice);
            }
            DateTime timestamp = TimestampToDateTime(e.Timestamp);
            Point    position  = e.GetTouchPoint(null).Position;

            currentEngine.TrackTouchDown(position, timestamp);

            base.OnTrackedElementTouchDown(sender, e);
        }
Esempio n. 4
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 protected override void OnGestureCompleted(IGestureEngine engine)
 {
   currentEngine = null;
   base.OnGestureCompleted(engine);
 }
Esempio n. 5
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    protected override void OnTrackedElementTouchDown(object sender, TouchEventArgs e)
    {
      if (currentEngine == null)
        currentEngine = CreateAndSetupGestureEngine(e.TouchDevice);
      DateTime timestamp = TimestampToDateTime(e.Timestamp);
      Point position = e.GetTouchPoint(null).Position;
      currentEngine.TrackTouchDown(position, timestamp);

      base.OnTrackedElementTouchDown(sender, e);
    }
Esempio n. 6
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 protected override void OnGestureCompleted(IGestureEngine engine)
 {
   base.OnGestureCompleted(engine);
   if (engineStatuses.ContainsKey(engine.TouchDevice))
     engineStatuses.Remove(engine.TouchDevice);
 }
Esempio n. 7
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    /// <summary>
    /// Called when an engine has successfully recognized a gesture.
    /// </summary>
    /// <param name="engine">The engine that recognized a gesture</param>
    protected virtual void OnGestureCompleted(IGestureEngine engine)
    {

    }
Esempio n. 8
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    /// <summary>
    /// Called when an engine aborts its gesture recognition. Typically this is done when the touch events doesn't match the engine's gesture but can it can also be aborted for other reasons.
    /// </summary>
    /// <param name="engine">The engine that was aborted</param>
    protected virtual void OnGestureAborted(IGestureEngine engine)
    {

    }
Esempio n. 9
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 /// <summary>
 /// Removes all event handlers for the specified engine
 /// </summary>
 /// <param name="engine">The engine to stop listening to</param>
 protected void UnregisterEngine(IGestureEngine engine)
 {
   // TODO: Is this needed? will we leak otherwise?
   engine.GestureAborted -= engine_GestureAborted;
   engine.GestureCompleted -= engine_GestureCompleted;
   engine.GestureStarted -= engine_GestureStarted;
 }
Esempio n. 10
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 protected override void OnGestureCompleted(IGestureEngine engine)
 {
     currentEngine = null;
     base.OnGestureCompleted(engine);
 }
Esempio n. 11
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 /// <summary>
 /// Called when an engine has successfully recognized a gesture.
 /// </summary>
 /// <param name="engine">The engine that recognized a gesture</param>
 protected virtual void OnGestureCompleted(IGestureEngine engine)
 {
 }
Esempio n. 12
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 /// <summary>
 /// Called when an engine aborts its gesture recognition. Typically this is done when the touch events doesn't match the engine's gesture but can it can also be aborted for other reasons.
 /// </summary>
 /// <param name="engine">The engine that was aborted</param>
 protected virtual void OnGestureAborted(IGestureEngine engine)
 {
 }