private void OnAccelerated(object sender, UIAccelerometerEventArgs e) { #if LINQ myAccelerometer = new[] { e.Acceleration.X, e.Acceleration.Y, e.Acceleration.Z } .Select((v, i) => v * FilteringFactor + myAccelerometer [i] * (1.0f - FilteringFactor)) .ToArray(); #else myAccelerometer [0] = e.Acceleration.X * FilteringFactor + myAccelerometer [0] * (1.0 - FilteringFactor); myAccelerometer [1] = e.Acceleration.Y * FilteringFactor + myAccelerometer [1] * (1.0 - FilteringFactor); myAccelerometer [2] = e.Acceleration.Z * FilteringFactor + myAccelerometer [2] * (1.0 - FilteringFactor); #endif // Odd; ObjC always uses myAccelerometer[0], while // I'd expect myAccelerometer[0 .. 2] var x = e.Acceleration.X - myAccelerometer [0]; var y = e.Acceleration.Y - myAccelerometer [0]; var z = e.Acceleration.Z - myAccelerometer [0]; var length = Math.Sqrt(x * x + y * y + z * z); if (length >= EraseAccelerationThreshold && DateTime.Now > lastTime + MinEraseInterval) { erasingSound.Play(); drawingView.Erase(); lastTime = DateTime.Now; } }
private void OnAcceleration(object sender, UIAccelerometerEventArgs e) { input.NativeAcceleration = new Vector3((float)e.Acceleration.X, (float)e.Acceleration.Y, (float)e.Acceleration.Z); switch (Application.CurrentDeviceOrientation) { case DeviceOrientation.Portrait: input.Acceleration = new Vector3((float)e.Acceleration.X, (float)e.Acceleration.Y, (float)e.Acceleration.Z); break; case DeviceOrientation.PortraitUpsideDown: input.Acceleration = new Vector3((float)-e.Acceleration.X, (float)-e.Acceleration.Y, (float)e.Acceleration.Z); break; case DeviceOrientation.LandscapeLeft: input.Acceleration = new Vector3((float)e.Acceleration.Y, (float)-e.Acceleration.X, (float)e.Acceleration.Z); break; case DeviceOrientation.LandscapeRight: input.Acceleration = new Vector3((float)-e.Acceleration.Y, (float)e.Acceleration.X, (float)e.Acceleration.Z); break; } }
static void UIAccelerometerSharedAccelerometerAcceleration(object sender, UIAccelerometerEventArgs e) { _accelerometerVector.X = (float)(e.Acceleration.X * 2); _accelerometerVector.Y = (float)(e.Acceleration.Y * 2); _accelerometerVector.Z = (float)(e.Acceleration.Z * 2); _state.Acceleration = _accelerometerVector; }
private void XyzUpdateDelegate(object sender, UIAccelerometerEventArgs e) { lock (_locker) { _xyz = string.Format("{0:0.00}, {1:0.00}, {2:0.00})", e.Acceleration.X, e.Acceleration.Y, e.Acceleration.Z); Monitor.Pulse(_locker); } }
private void HandleAccelerationChange(object sender, UIAccelerometerEventArgs e) { var reading = ToReading(e.Acceleration.X, e.Acceleration.Y, e.Acceleration.Z); LastReading = reading.Clone(); var handler = ReadingAvailable; handler?.Invoke(this, new MvxValueEventArgs<MvxAccelerometerReading>(reading)); }
private void HandleAccelerationChange(object sender, UIAccelerometerEventArgs e) { var reading = ToReading(e.Acceleration.X, e.Acceleration.Y, e.Acceleration.Z); LastReading = reading.Clone(); var handler = ReadingAvailable; handler?.Invoke(this, new MvxValueEventArgs <MvxAccelerometerReading>(reading)); }
void HandleAccelerationChange (object sender, UIAccelerometerEventArgs e) { var reading = ToReading(e.Acceleration.X, e.Acceleration.Y, e.Acceleration.Z); LastReading = reading.Clone(); var handler = ReadingAvailable; if (handler == null) return; handler(this, new MvxValueEventArgs<Reading>(reading)); }
void HandleAccelerationChange(object sender, UIAccelerometerEventArgs e) { var reading = ToReading(e.Acceleration.X, e.Acceleration.Y, e.Acceleration.Z); LastReading = reading.Clone(); var handler = ReadingAvailable; if (handler == null) { return; } handler(this, new MvxValueEventArgs <MvxAccelerometerReading>(reading)); }
private void OnAccelerated (object sender, UIAccelerometerEventArgs e) { #if LINQ myAccelerometer = new[]{e.Acceleration.X, e.Acceleration.Y, e.Acceleration.Z} .Select((v, i) => v * FilteringFactor + myAccelerometer [i] * (1.0f - FilteringFactor)) .ToArray (); #else myAccelerometer [0] = e.Acceleration.X * FilteringFactor + myAccelerometer [0] * (1.0 - FilteringFactor); myAccelerometer [1] = e.Acceleration.Y * FilteringFactor + myAccelerometer [1] * (1.0 - FilteringFactor); myAccelerometer [2] = e.Acceleration.Z * FilteringFactor + myAccelerometer [2] * (1.0 - FilteringFactor); #endif // Odd; ObjC always uses myAccelerometer[0], while // I'd expect myAccelerometer[0 .. 2] var x = e.Acceleration.X - myAccelerometer [0]; var y = e.Acceleration.Y - myAccelerometer [0]; var z = e.Acceleration.Z - myAccelerometer [0]; var length = Math.Sqrt (x * x + y * y + z * z); if (length >= EraseAccelerationThreshold && DateTime.Now > lastTime + MinEraseInterval) { erasingSound.Play (); drawingView.Erase (); lastTime = DateTime.Now; } }
private void HandleAcceleration(object sender, UIAccelerometerEventArgs e) { readingAvailable.Invoke(sender, new Vector3(e.Acceleration.X, e.Acceleration.Y, e.Acceleration.Z)); }
static void HandleAcceleration (object sender, UIAccelerometerEventArgs e) { readingAvailable.Invoke (sender, new AccelometerStatus(e.Acceleration.X, e.Acceleration.Y, e.Acceleration.Z)); }
static void HandleAcceleration(object sender, UIAccelerometerEventArgs e) { readingAvailable.Invoke(sender, new AccelometerStatus(e.Acceleration.X, e.Acceleration.Y, e.Acceleration.Z)); }
static void UIAccelerometerSharedAccelerometerAcceleration(object sender, UIAccelerometerEventArgs e) { _state.Acceleration = new Vector3((float)e.Acceleration.X*2,(float)e.Acceleration.Y*2, (float)e.Acceleration.Z*2); }
private void OnAcceleration(object sender, UIAccelerometerEventArgs e) { input.Acceleration = new Vector3((float)e.Acceleration.X, (float)e.Acceleration.Y, (float)e.Acceleration.Z); }
/// <summary> /// Handles the acceleration. /// </summary> /// <param name="sender">The sender.</param> /// <param name="e">The <see cref="UIAccelerometerEventArgs"/> instance containing the event data.</param> private void HandleAcceleration(object sender, UIAccelerometerEventArgs e) { readingAvailable.Invoke(sender, new Vector3(e.Acceleration.X, e.Acceleration.Y, e.Acceleration.Z)); }
static void UIAccelerometerSharedAccelerometerAcceleration(object sender, UIAccelerometerEventArgs e) { _state.Acceleration = new Vector3((float)e.Acceleration.X * 2, (float)e.Acceleration.Y * 2, (float)e.Acceleration.Z * 2); }