private void Window_Loaded_1(object sender, RoutedEventArgs e) { miKinect = new KinectSensorChooser(); miKinect.KinectChanged += miKinect_KinectChanged; sensorChooserUI.KinectSensorChooser = miKinect; miKinect.Start(); }
private void OnLoaded(object sender, RoutedEventArgs routedEventArgs) { _sensorChooser = new KinectSensorChooser(); _sensorChooser.KinectChanged += SensorChooserOnKinectChanged; KinectSensorChooserUi.KinectSensorChooser = _sensorChooser; _sensorChooser.Start(); SetGameField(); }
public MainWindow() { InitializeComponent(); myChooser = new KinectSensorChooser(); myChooser.KinectChanged += new EventHandler<KinectChangedEventArgs>(myChooser_KinectChanged); this.SensorChooserUI.KinectSensorChooser = myChooser; myChooser.Start(); }
public Asimov(ICreateController create) : this(create, null) { // Find the Kinect and subscribe to changes in the sensor KinectSensorChooser sensorChooser = new KinectSensorChooser(); sensorChooser.KinectChanged += this.KinectSensorChanged; sensorChooser.Start(); }
private void SetupKinectSensor() { _sensorChooser = new KinectSensorChooser(); _sensorChooser.KinectChanged += SensorChooserOnKinectChanged; sensorChooserUi.KinectSensorChooser = _sensorChooser; _sensorChooser.Start(); var regionSensorBinding = new Binding("Kinect") { Source = _sensorChooser }; BindingOperations.SetBinding(kinectRegion, KinectRegion.KinectSensorProperty, regionSensorBinding); }
private void Window_Loaded_1(object sender, RoutedEventArgs e) { Console.WriteLine("Main Windows Loading..."); //Kinect Event Handler Register KinectSensor = new KinectSensorChooser(); KinectSensor.KinectChanged += KinectSensor_KinectChanged; sensorChooserUI.KinectSensorChooser = KinectSensor; KinectSensor.Start(); }
public MainWindow() { InitializeComponent(); myChooser = new KinectSensorChooser(); myColorArray = new byte[640*480*4]; myChooser.KinectChanged += new EventHandler<KinectChangedEventArgs>(myChooser_KinectChanged); this.SensorChooserUI.KinectSensorChooser = myChooser; myChooser.Start(); updateWindow(); }
public static void Init() { // First Load the XML File that contains the application configuration _gestureMap = new GestureMap(); _gestureMap.LoadGesturesFromXml(GestureFileName); _chooser = new KinectSensorChooser(); _chooser.KinectChanged += ChooserSensorChanged; _chooser.Start(); // Instantiate the in memory representation of the gesture state for each player _gestureMaps = new Dictionary<int, GestureMapState>(); }
public MainWindow() { InitializeComponent(); myTimer = new System.Windows.Threading.DispatcherTimer(); myTimer.Tick += new EventHandler(myTimer_Tick); myTimer.Interval = new TimeSpan(0, 0, 0, 0, 250); myChooser = new KinectSensorChooser(); myChooser.KinectChanged += new EventHandler<KinectChangedEventArgs>(myChooser_KinectChanged); this.SensorChooserUI.KinectSensorChooser = myChooser; myChooser.Start(); }
public MainWindow() { InitializeComponent(); faceTrackingViewerBinding = new Binding("Kinect") {Source = sensorChooser}; CurrentColorImageFormat = ColorImageFormat.Undefined; Bgr32BytesPerPixel = (PixelFormats.Bgr32.BitsPerPixel + 7) / 8; sensorChooser = new KinectSensorChooser(); sensorChooser.KinectChanged += SensorChooserOnKinectChanged; sensorChooser.Start(); faceTrackingViewer.SetBinding(FaceTrackingViewer.KinectProperty, faceTrackingViewerBinding); GetDirectory(); }
KinectContext() { SensorChooser = new KinectSensorChooser(); SensorChooser.KinectChanged += SensorChooser_KinectChanged; SensorChooser.Start(); }
/// <summary> /// Metodo que arranca la kinect al abrirse la ventana. /// </summary> /// <param name="sender"></param> Abrir la ventana. /// <param name="e"></param> Evento de abrir ventana. private void Window_Loaded(object sender, RoutedEventArgs e) { primeraVez = 1; repeticionesD = 0; repeticionesI = 0; miKinect = new KinectSensorChooser(); miKinect.KinectChanged += miKinect_KinectChanged; sensorChooserUI.KinectSensorChooser = miKinect; miKinect.Start(); }
void OnLoaded(object sender, RoutedEventArgs e) { _sensorChooser = new KinectSensorChooser(); _sensorChooser.KinectChanged += KinectChanged; _sensorChooser.PropertyChanged += PropertyChanged; KinectSensorChooser.KinectSensorChooser = _sensorChooser; _sensorChooser.Start(); }
public InicializadorKinect() { SeletorKinect = new KinectSensorChooser(); SeletorKinect.KinectChanged += SeletorKinect_KinectChanged; SeletorKinect.Start(); }
private void Form1_Load(object sender, EventArgs e) { _chooser = new KinectSensorChooser(); _chooser.KinectChanged += ChooserSensorChanged; _chooser.Start(); }
/// <summary> /// Set up the sensorchooser, create handlers for when a Kinect is changed and handlers for the KinectRegion grip events /// </summary> public void InitializeKinect() { sensorChooser = new KinectSensorChooser(); sensorChooser.KinectChanged += SensorChooserOnKinectChanged; sensorChooserUi.KinectSensorChooser = sensorChooser; sensorChooser.Start(); //Add handlers for the Kinect Grip events KinectRegion.AddHandPointerGripHandler(kRegion, OnHandGrip); KinectRegion.AddHandPointerGripReleaseHandler(kRegion, OnHandGripRelease); KinectRegion.AddQueryInteractionStatusHandler(kRegion, GripHandler); }
//Manages establishing a connection to the Kinect Sensor private void ManageSensor() { //An object which finds any connected Kinects (it's hard to not let those spellings overlap...) //and selects one of them for the application. Once selected, it locks that Kinect to our process. sensorChooser = new KinectSensorChooser(); sensorChooser.Start(); //An object which accesses the underlying data available from the Kinect, allowing us // to specify particular settings we desire from it. sensorManager = new KinectSensorManager(); sensorManager.KinectSensorChanged += this.KinectSensorChanged; sensorManager.KinectSensor = sensorChooser.Kinect; if(sensorManager.KinectSensor != null) Console.WriteLine("*** Kinect Ready! ***"); }
private void InitKinect() { // initialise le truc qui choisi le capteur kinect utilisé, et l'affichage sur la fenetre de ce capteur sensorChooser = new KinectSensorChooser(); sensorChooser.KinectChanged += SensorChooserOnKinectChanged; sensorChooserUi.KinectSensorChooser = sensorChooser; sensorChooser.Start(); // Bind the sensor chooser's current sensor to the KinectRegion var regionSensorBinding = new Binding("Kinect") { Source = sensorChooser }; BindingOperations.SetBinding(kinectRegion, KinectRegion.KinectSensorProperty, regionSensorBinding); KinectRegion.AddHandPointerGripHandler(CanvasCombat, PinceKinect); KinectRegion.AddHandPointerPressHandler(CanvasCombat, PressionKinect); }
public KinectController() { sensorChooser = new KinectSensorChooser(); QueryPrimaryUserCallback = this.OnQueryPrimaryUserCallback; PreEngagementUserColors = new Dictionary<int, Color>(); PostEngagementUserColors = new Dictionary<int, Color>(); engagementStateManager.TrackedUsersChanged += this.OnEngagementManagerTrackedUsersChanged; engagementStateManager.CandidateUserChanged += this.OnEngagementManagerCandidateUserChanged; engagementStateManager.EngagedUserChanged += this.OnEngagementManagerEngagedUserChanged; engagementStateManager.PrimaryUserChanged += this.OnEngagementManagerPrimaryUserChanged; handoffConfirmationStasisTimer.Tick += this.OnHandoffConfirmationStasisTimerTick; disengagementNavigationTimer.Tick += this.OnDisengagementNavigationTick; shutdownCommand = new RelayCommand(this.Cleanup); engagementConfirmationCommand = new RelayCommand<RoutedEventArgs>(this.OnEngagementConfirmation); engagementHandoffConfirmationCommand = new RelayCommand<RoutedEventArgs>(this.OnEngagementHandoffConfirmation); sensorChooser.KinectChanged += SensorChooserOnKinectChanged; sensorChooser.Start(); }