private async void UpdateUI(QinetiQ.WindowsIOT.HidDevices.GameController.GameControllerValues args) { await Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => { LeftAnalogueX.Value = args.LeftStick.coordinates.XAxis; LeftAnalogueY.Value = 65536-args.LeftStick.coordinates.YAxis; Rudder.Value = 65536-args.Rudder; RightAnalogueX.Value = args.RightStick.coordinates.XAxis; RightAnalogueY.Value = 65536-args.RightStick.coordinates.YAxis; UpdateDPad(args.DPadDirection); ButtonABackground.Visibility = args.ButtonAPressed ? Visibility.Visible : Visibility.Collapsed; ButtonBBackground.Visibility = args.ButtonBPressed ? Visibility.Visible : Visibility.Collapsed; ButtonXBackground.Visibility = args.ButtonXPressed ? Visibility.Visible : Visibility.Collapsed; ButtonYBackground.Visibility = args.ButtonYPressed ? Visibility.Visible : Visibility.Collapsed; ButtonLBBackground.Visibility = args.ButtonLBPressed ? Visibility.Visible : Visibility.Collapsed; ButtonRBBackground.Visibility = args.ButtonRBPressed ? Visibility.Visible : Visibility.Collapsed; ButtonBackBackground.Visibility = args.ButtonBackPressed ? Visibility.Visible : Visibility.Collapsed; ButtonStartBackground.Visibility = args.ButtonStartPressed ? Visibility.Visible : Visibility.Collapsed; ButtonL3Background.Visibility = args.ButtonLeftStickPressed ? Visibility.Visible : Visibility.Collapsed; ButtonR3Background.Visibility = args.ButtonRightStickPressed ? Visibility.Visible : Visibility.Collapsed; }); }
public void InputReceivedHandler(object sender, QinetiQ.WindowsIOT.HidDevices.GameController.GameControllerValues args) { UpdateUI(args); }
private void UpdateDPad(QinetiQ.WindowsIOT.HidDevices.GameController.Directions Direction) { DPadDirectionTop.Visibility = Visibility.Collapsed; DPadDirectionTopRight.Visibility = Visibility.Collapsed; DPadDirectionRight.Visibility = Visibility.Collapsed; DPadDirectionBottomRight.Visibility = Visibility.Collapsed; DPadDirectionBottom.Visibility = Visibility.Collapsed; DPadDirectionBottomLeft.Visibility = Visibility.Collapsed; DPadDirectionLeft.Visibility = Visibility.Collapsed; DPadDirectionTopLeft.Visibility = Visibility.Collapsed; DPadDirectionCenter.Visibility = Visibility.Collapsed; switch (Direction) { case QinetiQ.WindowsIOT.HidDevices.GameController.Directions.Center: DPadDirectionCenter.Visibility = Visibility.Visible; break; case QinetiQ.WindowsIOT.HidDevices.GameController.Directions.Forwards: DPadDirectionTop.Visibility = Visibility.Visible; break; case QinetiQ.WindowsIOT.HidDevices.GameController.Directions.ForwardsRight: DPadDirectionTopRight.Visibility = Visibility.Visible; break; case QinetiQ.WindowsIOT.HidDevices.GameController.Directions.Right: DPadDirectionRight.Visibility = Visibility.Visible; break; case QinetiQ.WindowsIOT.HidDevices.GameController.Directions.BackwardsRight: DPadDirectionBottomRight.Visibility = Visibility.Visible; break; case QinetiQ.WindowsIOT.HidDevices.GameController.Directions.Backwards: DPadDirectionBottom.Visibility = Visibility.Visible; break; case QinetiQ.WindowsIOT.HidDevices.GameController.Directions.BackwardsLeft: DPadDirectionBottomLeft.Visibility = Visibility.Visible; break; case QinetiQ.WindowsIOT.HidDevices.GameController.Directions.Left: DPadDirectionLeft.Visibility = Visibility.Visible; break; case QinetiQ.WindowsIOT.HidDevices.GameController.Directions.ForwardsLeft: DPadDirectionTopLeft.Visibility = Visibility.Visible; break; } }