public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args)
        {
            if (_timer != null)
            {
                //
                // No need to queue up another transition when the user is interacting.
                //
                // Note: We could still attempt to play the animations, but the Try* request would just be ignored by the tracker.
                //

                _timer.Stop();
            }
        }
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 public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args)
 {
 }
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 public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args)
 {
     Debug.WriteLine(nameof(InteractingStateEntered));
 }
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 void IInteractionTrackerOwner.InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args)
 {
     m_isInteracting = true;
 }
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        //private async void MainPage_Loaded(object sender, RoutedEventArgs e)
        //{
        //    await Task.Delay(1000);

        //    //var root = Root.ContainerVisual();
        //    //var compositor = root.Compositor;

        //    var visual = Logo.Visual();
        //    //var visual = compositor.CreateSpriteVisual();
        //    //visual.Size = new Vector2(40, 40);
        //    visual.CenterPoint = Vector3.Zero;
        //    visual.Offset = Vector3.Zero;
        //    //visual.Brush = compositor.CreateColorBrush(Colors.CadetBlue);

        //    //root.Children.InsertAtTop(visual);

        //    visual.StartScaleAnimation(null, new Vector2((float)1 * 20, (float)1 * 20), 5000.0d);

        //    await Task.Delay(5001);
        //    //visual.Scale = Vector3.One;
        //    //BullclipLogo.Width = BullclipLogo.Width / 12;
        //    //BullclipLogo.Height = BullclipLogo.Height / 12;

        //    //visual.Opacity = 0.1f;

        //    //Logo.InvalidateMeasure();
        //    //Logo.InvalidateArrange();
        //    //Logo.UpdateLayout();
        //}

        #endregion

        #region IInteractionTrackerOwner Implementation

        public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args)
        {
            Debug.WriteLine("Fingers down");
        }
 void IInteractionTrackerOwner.InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args)
 {
     m_isInteracting = true;
 }
Esempio n. 7
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        public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args)
        {
            if (_timer != null)
            {
                //
                // No need to queue up another transition when the user is interacting.  
                //
                // Note: We could still attempt to play the animations, but the Try* request would just be ignored by the tracker.
                //

                _timer.Stop();
            }
        }
 public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args)
 {
     IsAnimating = false;
 }
Esempio n. 9
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 public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args)
 {
     ConfigureAnimations(_visual, null);
 }
 public void InteractingStateEntered(InteractionTracker sender, InteractionTrackerInteractingStateEnteredArgs args)
 {
     State = InteractionTrackerState.Interacting;
     StateOrValuesChanged?.Invoke(sender, new Tuple <InteractionTrackerState, Vector3>(State, position));
 }