/// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here if (m_pltlabsapi != null) { m_pltlabsapi.Shutdown(); } }
private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e) { // INFO: clean shutdown of Headtracking API is required: if (m_pltlabsapi != null) { m_pltlabsapi.Shutdown(); } if (m_debugwin != null) { m_debugwin.Close(); m_debugwin = null; } }
private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e) { if (m_pltlabsapi != null) { if (m_pltConnection != null) // && m_registeredForHeadTracking) { if (m_pltConnection.isSubscribed(PLTService.MOTION_TRACKING_SVC)) { m_pltlabsapi.unsubscribe(PLTService.MOTION_TRACKING_SVC); } if (m_pltConnection.isSubscribed(PLTService.SENSOR_CAL_STATE_SVC)) { m_pltlabsapi.unsubscribe(PLTService.SENSOR_CAL_STATE_SVC); } // TODO, add the rest! } m_pltlabsapi.Shutdown(); m_pltlabsapi = null; } }