/// <summary> /// Initialise the input system. Note that accelerometer input defaults to off. /// </summary> /// <param name="game"></param> public InputManager(Project2Game game) : base(game) { // initialisation useMouseDelta = false; accelerometerEnabled = false; mouseDelta = new Vector2(); keyboardManager = new KeyboardManager(game); mouseManager = new MouseManager(game); pointerManager = new PointerManager(game); keyMapping = new KeyMapping(); // get the accelerometer. Returns null if no accelerometer found accelerometer = Accelerometer.GetDefault(); window = Window.Current.CoreWindow; // Set up the gesture recognizer. In this game, it only responds to TranslateX, TranslateY and Tap events gestureRecognizer = new Windows.UI.Input.GestureRecognizer(); gestureRecognizer.GestureSettings = GestureSettings.ManipulationTranslateX | GestureSettings.ManipulationTranslateY | GestureSettings.Tap; // Register event handlers for pointer events window.PointerPressed += OnPointerPressed; window.PointerMoved += OnPointerMoved; window.PointerReleased += OnPointerReleased; // automatically enable accelerometer if we have one this.AccelerometerEnabled(true); this.MouseDeltaEnabled(true); }
public ManipulationInputProcessor(Windows.UI.Input.GestureRecognizer gr, Windows.UI.Xaml.UIElement target, Windows.UI.Xaml.UIElement referenceframe) { this.gestureRecognizer = gr; this.element = target; this.reference = referenceframe; this.gestureRecognizer.GestureSettings = Windows.UI.Input.GestureSettings.Tap | Windows.UI.Input.GestureSettings.Hold | //hold must be set in order to recognize the press & hold gesture Windows.UI.Input.GestureSettings.RightTap | Windows.UI.Input.GestureSettings.ManipulationTranslateX | Windows.UI.Input.GestureSettings.ManipulationTranslateY | Windows.UI.Input.GestureSettings.ManipulationRotate | Windows.UI.Input.GestureSettings.ManipulationScale | Windows.UI.Input.GestureSettings.ManipulationTranslateInertia | Windows.UI.Input.GestureSettings.ManipulationRotateInertia | Windows.UI.Input.GestureSettings.ManipulationMultipleFingerPanning | //reduces zoom jitter when panning with multiple fingers Windows.UI.Input.GestureSettings.ManipulationScaleInertia; // Set up pointer event handlers. These receive input events that are used by the gesture recognizer. this.element.PointerCanceled += OnPointerCanceled; this.element.PointerPressed += OnPointerPressed; this.element.PointerReleased += OnPointerReleased; this.element.PointerMoved += OnPointerMoved; // Set up event handlers to respond to gesture recognizer output this.gestureRecognizer.Tapped += OnTapped; this.gestureRecognizer.RightTapped += OnRightTapped; this.gestureRecognizer.ManipulationStarted += OnManipulationStarted; this.gestureRecognizer.ManipulationUpdated += OnManipulationUpdated; this.gestureRecognizer.ManipulationCompleted += OnManipulationCompleted; InitializeTransforms(); }
void MainPage_Loaded(object senderX, RoutedEventArgs e) { recognizer = new GestureRecognizer(); recognizer.GestureSettings = GestureSettings.HoldWithMouse | GestureSettings.Hold; // Forward pointer input to the gesture recognizer. Rect1.PointerCanceled += OnPointerCanceled; Rect1.PointerPressed += OnPointerPressed; Rect1.PointerReleased += OnPointerReleased; Rect1.PointerMoved += OnPointerMoved; // Attach handlers for recognized gestures. // In each of these event handlers, args.PointerDeviceType // indicates the input device and 'sender' is GestureRecognizer. // args - TappedEventArgs recognizer.Tapped += (sender, args) => { tbxMessage.Text += string.Format("{0}\r\n", "Tapped raised"); }; // args - RightTappedEventArgs recognizer.RightTapped += (sender, args) => { tbxMessage.Text += string.Format("{0}\r\n", "RightTapped raised"); }; // The press-and-hold gesture. // args - HoldingEventArgs recognizer.Holding += (sender, args) => { tbxMessage.Text += string.Format("{0}\r\n", "Holding raised {0}", args.HoldingState); }; // The slide or swipe gesture within a content area that supports // panning along the perpendicular direction of the gesture. // args - CrossSlidingEventArgs recognizer.CrossSliding += (sender, args) => { tbxMessage.Text += string.Format("{0}\r\n", "CrossSliding raised"); }; }
private void OnGameLoopStarting(ICanvasAnimatedControl sender, object args) { // // The GestureRecognizer needs to be created and accessed from the // same thread -- in this case the game loop thread, so we use the GameLoopStarting event // for this. // gestureRecognizer = new GestureRecognizer(); gestureRecognizer.GestureSettings = GestureSettings.ManipulationTranslateInertia | GestureSettings.ManipulationTranslateY; gestureRecognizer.ManipulationStarted += gestureRecognizer_ManipulationStarted; gestureRecognizer.ManipulationUpdated += gestureRecognizer_ManipulationUpdated; gestureRecognizer.ManipulationCompleted += gestureRecognizer_ManipulationCompleted; gestureRecognizer.InertiaTranslationDeceleration = -0.05f; // // When the GestureRecognizer goes into intertia mode (ie after the pointer is released) // we want it to generate ManipulationUpdated events in sync with the game loop's Update. // We do this by disabling AutoProcessIntertia and explicitly calling ProcessInertia() // from the Update. // gestureRecognizer.AutoProcessInertia = false; inputSource = animatedControl.CreateCoreIndependentInputSource(CoreInputDeviceTypes.Mouse | CoreInputDeviceTypes.Pen | CoreInputDeviceTypes.Touch); inputSource.PointerPressed += Input_PointerPressed; inputSource.PointerMoved += Input_PointerMoved; inputSource.PointerReleased += Input_PointerReleased; }
public AdnGestureManager( UIElement window, AdnRenderer renderer) { _window = window; _renderer = renderer; _pointerMode = PointerMode.kIdleMode; _accumulator = new ValueAccumulator( -30.0 * 1000.0 / 5.0, -100.0 * 1000.0 / 5.0, -5.0 * 1000.0 / 5.0); _pointers = new Dictionary<uint, PointerPoint>(); window.PointerMoved += OnPointerMoved; window.PointerPressed += OnPointerPressed; window.PointerReleased += OnPointerReleased; window.PointerWheelChanged += OnPointerWheelChanged; _gr = new GestureRecognizer(); _gr.GestureSettings = GestureSettings.Tap | GestureSettings.Drag | GestureSettings.DoubleTap | GestureSettings.ManipulationScale; _gr.Tapped += OnTapped; _gr.ManipulationStarted += OnManipulationStarted; _gr.ManipulationUpdated += OnManipulationUpdated; _gr.ManipulationCompleted += OnManipulationCompleted; }
public void Attach(DependencyObject associatedObject) { Guard.Assert(associatedObject is UIElement, "associatedObject is UIElement"); AssociatedObject = associatedObject; gestureRecognizer = new GestureRecognizer { GestureSettings = GestureSettings.CrossSlide }; //CrossSliding distance thresholds are disabled by default. Use CrossSlideThresholds to set these values. var cst = new CrossSlideThresholds { SelectionStart = 2, SpeedBumpStart = 3, SpeedBumpEnd = 4, RearrangeStart = 5 }; gestureRecognizer.CrossSlideHorizontally = true; //Enable horinzontal slide gestureRecognizer.CrossSlideThresholds = cst; gestureRecognizer.CrossSliding += gestureRecognizer_CrossSliding; UIElement.PointerCanceled += OnPointerCanceled; UIElement.PointerPressed += OnPointerPressed; UIElement.PointerReleased += OnPointerReleased; UIElement.PointerMoved += OnPointerMoved; }
void gr_Holding(Windows.UI.Input.GestureRecognizer sender, Windows.UI.Input.HoldingEventArgs args) { #if (DEBUG) System.Diagnostics.Debug.WriteLine("gr_Holding"); #endif var data = DataContext as ProgressViewModel; data.HoldTap(); }
public Scenario1() { this.InitializeComponent(); Windows.UI.Input.GestureRecognizer gr1 = new Windows.UI.Input.GestureRecognizer(); Windows.UI.Input.GestureRecognizer gr2 = new Windows.UI.Input.GestureRecognizer(); GestureInputProcessor ShapeInput1 = new GestureInputProcessor(gr1, MyRect1); GestureInputProcessor ShapeInput2 = new GestureInputProcessor(gr2, MyRect2); }
/* * Windows.UI.Input.GestureSettings 是一个 flag 枚举,其值包括: * None, Tap, DoubleTap, Hold, HoldWithMouse, RightTap, Drag, CrossSlide, ManipulationTranslateX, ManipulationTranslateY, ManipulationTranslateRailsX, ManipulationTranslateRailsY, ManipulationRotate, ManipulationScale, ManipulationTranslateInertia, ManipulationRotateInertia, ManipulationScaleInertia */ public GestureRecognizer GtGestureListener(UIElement ele) { _gestureRecognizer = new GestureRecognizer(); ele.PointerMoved += GestureRecognizerDemo_PointerMoved; ele.PointerPressed += GestureRecognizerDemo_PointerPressed; ele.PointerReleased += GestureRecognizerDemo_PointerReleased; return _gestureRecognizer; }
public void Detach() { UIElement.PointerCanceled -= OnPointerCanceled; UIElement.PointerPressed -= OnPointerPressed; UIElement.PointerReleased -= OnPointerReleased; UIElement.PointerMoved -= OnPointerMoved; gestureRecognizer.CrossSliding -= gestureRecognizer_CrossSliding; gestureRecognizer = null; AssociatedObject = null; }
public Scenario5() { this.InitializeComponent(); InitOptions(); // Create a GestureRecognizer which will be used to process the manipulations // done on the rectangle recognizer = new GestureRecognizer(); // Create a ManipulationInputProcessor which will listen for events on the // rectangle, process them, and update the rectangle's position, size, and rotation manipulationProcessor = new ManipulationInputProcessor(recognizer, manipulateMe, mainCanvas); }
public GameInput() { // Get the accelerometer object accelerometer = Accelerometer.GetDefault(); window = Window.Current.CoreWindow; // Set up the gesture recognizer. In this example, it only responds to TranslateX, Scale and Tap events gestureRecognizer = new Windows.UI.Input.GestureRecognizer(); gestureRecognizer.GestureSettings = GestureSettings.ManipulationTranslateX | GestureSettings.ManipulationScale | GestureSettings.Tap; // Register event handlers for pointer events window.PointerPressed += OnPointerPressed; window.PointerMoved += OnPointerMoved; window.PointerReleased += OnPointerReleased; }
public PlatformGestureEffect() { detector = new Windows.UI.Input.GestureRecognizer { GestureSettings = GestureSettings.Tap | GestureSettings.Drag | GestureSettings.ManipulationTranslateInertia | GestureSettings.DoubleTap, ShowGestureFeedback = false, //CrossSlideHorizontally = true }; detector.Dragging += (sender, args) => TriggerCommand(panCommand, new Point(args.Position.X, args.Position.Y)); detector.Tapped += (sender, args) => { if (args.TapCount == 1) { TriggerCommand(tapCommand, null); TriggerCommand(tapCommand2, new Point(args.Position.X, args.Position.Y)); } else if (args.TapCount == 2) { TriggerCommand(doubleTapCommand, new Point(args.Position.X, args.Position.Y)); } }; detector.ManipulationInertiaStarting += (sender, args) => { var isHorizontalSwipe = Math.Abs(args.Delta.Translation.Y) < 20; var isVerticalSwipe = Math.Abs(args.Delta.Translation.X) < 20; if (isHorizontalSwipe || isVerticalSwipe) { if (isHorizontalSwipe) { var isLeftSwipe = args.Delta.Translation.X < 0; TriggerCommand(isLeftSwipe ? swipeLeftCommand : swipeRightCommand, null); } else { var isTopSwipe = args.Delta.Translation.Y < 0; TriggerCommand(isTopSwipe ? swipeTopCommand : swipeBottomCommand, null); } } }; //detector.CrossSliding += (sender, args) => //{ // args.CrossSlidingState == CrossSlidingState.Started //}; }
void gr_ManipulationCompleted(Windows.UI.Input.GestureRecognizer sender, Windows.UI.Input.ManipulationCompletedEventArgs args) { #if (DEBUG) System.Diagnostics.Debug.WriteLine("gr_ManipulationCompleted"); #endif var data = DataContext as ProgressViewModel; if (Math.Abs(args.Cumulative.Translation.X) > Math.Abs(args.Cumulative.Translation.Y)) { data.flick(Orientation.Horizontal, args.Cumulative.Translation.X); } else { data.flick(Orientation.Vertical, args.Cumulative.Translation.Y); } }
/// <summary> /// Constructor. /// </summary> /// <param name="element"> /// Manipulation target. /// </param> /// <param name="reference"> /// Element that contains the coordinate space used for expressing transformations /// during manipulations, usually the parent element of Target in the UI tree. /// </param> /// <remarks> /// Transformations during manipulations cannot be expressed in the coordinate space of the manipulation target. /// Thus <paramref name="element"/> and <paramref name="reference"/> must be different. Usually <paramref name="reference"/> /// will be an ancestor of <paramref name="element"/> in the UI tree. /// </remarks> internal InputProcessor(Windows.UI.Xaml.FrameworkElement element, Windows.UI.Xaml.Controls.Canvas reference) { _target = element; _reference = reference; // Setup pointer event handlers for the element. // They are used to feed the gesture recognizer. _target.PointerMoved += OnPointerMoved; _target.PointerPressed += OnPointerPressed; _target.PointerReleased += OnPointerReleased; _target.PointerCanceled += OnPointerCanceled; _target.PointerWheelChanged += OnPointerWheelChanged; CrossSlideThresholds cst = new CrossSlideThresholds(); //cst.RearrangeStart = 10;//cst.SelectionStart = 12; //cst.SpeedBumpStart = 12;//cst.SpeedBumpEnd = 24; // Create the gesture recognizer _gestureRecognizer = new GestureRecognizer(); _gestureRecognizer.GestureSettings = GestureSettings.Hold | GestureSettings.ManipulationRotate | GestureSettings.ManipulationRotateInertia | GestureSettings.ManipulationScale | GestureSettings.ManipulationScaleInertia | GestureSettings.ManipulationTranslateInertia | GestureSettings.ManipulationTranslateX | GestureSettings.ManipulationTranslateY | GestureSettings.RightTap | GestureSettings.Tap | GestureSettings.CrossSlide; _gestureRecognizer.CrossSlideHorizontally = true; _gestureRecognizer.CrossSlideThresholds = cst; _gestureRecognizer.ManipulationStarted += OnManipulationStarted; _gestureRecognizer.ManipulationUpdated += OnManipulationUpdated; _gestureRecognizer.ManipulationInertiaStarting += OnManipulationInertiaStarting; _gestureRecognizer.ManipulationCompleted += OnManipulationCompleted; _gestureRecognizer.Dragging += OnDragging; _gestureRecognizer.Holding += OnHolding; _gestureRecognizer.RightTapped += OnRightTapped; _gestureRecognizer.Tapped += OnTapped; _gestureRecognizer.CrossSliding += OnCrossSliding; }
private void InitializeGesture() { Gesture = new GestureRecognizer(); Gesture.GestureSettings = GestureSettings.Tap | GestureSettings.Hold | //hold must be set in order to recognize the press & hold gesture GestureSettings.ManipulationTranslateInertia | GestureSettings.ManipulationTranslateX | GestureSettings.ManipulationTranslateY; // Set up pointer event handlers. These receive input events that are used by the gesture recognizer. PointerCanceled += OnPointerCanceled; PointerPressed += OnPointerPressed; PointerReleased += OnPointerReleased; PointerMoved += OnPointerMoved; // Set up event handlers to respond to gesture recognizer output Gesture.ManipulationUpdated += OnManipulationUpdated; }
public GestureInputProcessor(Windows.UI.Input.GestureRecognizer gr, Windows.UI.Xaml.UIElement target) { this.gestureRecognizer = gr; this.element = target; this.gestureRecognizer.GestureSettings = Windows.UI.Input.GestureSettings.Tap | Windows.UI.Input.GestureSettings.Hold | //hold must be set in order to recognize the press & hold gesture Windows.UI.Input.GestureSettings.RightTap; // Set up pointer event handlers. These receive input events that are used by the gesture recognizer. this.element.PointerCanceled += OnPointerCanceled; this.element.PointerPressed += OnPointerPressed; this.element.PointerReleased += OnPointerReleased; this.element.PointerMoved += OnPointerMoved; // Set up event handlers to respond to gesture recognizer output this.gestureRecognizer.Tapped += OnTapped; this.gestureRecognizer.RightTapped += OnRightTapped; }
public void GestureInputProcessor(Windows.UI.Input.GestureRecognizer gr, Windows.UI.Xaml.UIElement target) { this.gestureRecognizer = gr; //Targeted Ui element to be performing gestures on it. this.element = target; //Enable gesture settings for Tap,Hold,RightTap,CrossSlide this.gestureRecognizer.GestureSettings = Windows.UI.Input.GestureSettings.ManipulationTranslateX | Windows.UI.Input.GestureSettings.ManipulationTranslateY; // Set up pointer event handlers. These receive input events that are used by the gesture recognizer. this.element.PointerCanceled += OnPointerCanceled; this.element.PointerPressed += OnPointerPressed; this.element.PointerReleased += OnPointerReleased; this.element.PointerMoved += OnPointerMoved; gestureRecognizer.ManipulationCompleted += gestureRecognizer_ManipulationCompleted; gestureRecognizer.ManipulationStarted += gestureRecognizer_ManipulationStarted; }
public MainPage() { this.InitializeComponent(); _gestureRecognizer = new GestureService().GtGestureListener(this); // 监测手势 _gestureRecognizer.GestureSettings = GestureSettings.Hold | GestureSettings.CrossSlide; _gestureRecognizer.CrossSliding += (sender, args) => { { lblMsg.Text += Environment.NewLine; lblMsg.Text += " CrossSliding: " + args.CrossSlidingState + "; " + args.Position.ToString(); } }; _gestureRecognizer.Holding += (sender, args) => { lblMsg.Text += Environment.NewLine; lblMsg.Text += " Holding: " + args.HoldingState + "; " + args.Position.ToString(); }; }
public void GestureInputProcessor(GestureRecognizer gr,UIElement target) { this.gestureRecognizer = gr; this.element = target; this.gestureRecognizer.GestureSettings = GestureSettings.Tap | GestureSettings.Hold | GestureSettings.RightTap | GestureSettings.CrossSlide; this.element.PointerCanceled += MainPage_PointerCanceled; this.element.PointerPressed += MainPage_PointerPressed; this.element.PointerReleased += MainPage_PointerReleased; this.element.PointerMoved += Element_PointerMoved; gestureRecognizer.Holding += GestureRecognizer_Holding; gestureRecognizer.Tapped += GestureRecognizer_Tapped; gestureRecognizer.RightTapped += GestureRecognizer_RightTapped; CrossSlideThresholds cst = new CrossSlideThresholds(); cst.SelectionStart = 2; cst.SpeedBumpStart = 3; cst.SpeedBumpEnd = 4; cst.RearrangeStart = 5; gestureRecognizer.CrossSlideHorizontally = true; gestureRecognizer.CrossSlideThresholds = cst; gestureRecognizer.CrossSliding += GestureRecognizer_CrossSliding; }
public PlatformGestureEffect() { detector = new Windows.UI.Input.GestureRecognizer { GestureSettings = GestureSettings.Tap | GestureSettings.Drag | GestureSettings.ManipulationTranslateInertia, ShowGestureFeedback = false, }; detector.Tapped += (sender, args) => { TriggerCommand(tapCommand, GetScaledCoord(args.Position.X, args.Position.Y)); }; detector.Dragging += (sender, args) => { switch (args.DraggingState) { case DraggingState.Started: eventArgs.StartPosition = GetScaledCoord(args.Position.X, args.Position.Y); eventArgs.StatusType = GestureStatus.Running; break; case DraggingState.Continuing: eventArgs.StatusType = GestureStatus.Running; break; case DraggingState.Completed: eventArgs.StatusType = GestureStatus.Completed; break; default: throw new ArgumentOutOfRangeException(); } eventArgs.CurrentPosition = GetScaledCoord(args.Position.X, args.Position.Y); eventArgs.TotalMove = GetScaledCoord(eventArgs.CurrentPosition.X - eventArgs.StartPosition.X, eventArgs.CurrentPosition.Y - eventArgs.StartPosition.Y); TriggerCommand(panCommand, eventArgs); }; }
public void OnManipulationUpdated(GestureRecognizer sender, ManipulationUpdatedEventArgs args) { camera.OnManipulationUpdated(sender, args); }
// These virtual voids allow any object that extends GameObject to respond to tapped and manipulation events public virtual void Tapped(GestureRecognizer sender, TappedEventArgs args) { }
public virtual void OnManipulationUpdated(GestureRecognizer sender, ManipulationUpdatedEventArgs args) { }
private void AddGestureRecognizer() { var gesture = new GestureRecognizer() { AutoProcessInertia = true, GestureSettings = GestureSettings.Drag | GestureSettings.CrossSlide, CrossSlideHorizontally = true, CrossSlideThresholds = new CrossSlideThresholds { SpeedBumpEnd = 30 } }; Point lastDragLocation; var lastDragTime = DateTime.Now; gesture.Dragging += (sender, args) => { switch (args.DraggingState) { case DraggingState.Started: lastDragLocation = args.Position; lastDragTime = DateTime.Now; break; case DraggingState.Continuing: { if (swipeDisplayed) { SwipeHelp.FadeOut(); swipeDisplayed = false; } var delta = args.Position.X - lastDragLocation.X; var time = DateTime.Now.Subtract(lastDragTime).TotalSeconds; if (Math.Abs(delta) > 30 && time > 0) { var velocity = delta / time; lastDragLocation = args.Position; lastDragTime = DateTime.Now; Model.Zoomed(velocity); } break; } } }; gesture.CrossSliding += (sender, args) => { switch (args.CrossSlidingState) { case CrossSlidingState.Started: lastDragLocation = args.Position; lastDragTime = DateTime.Now; break; case CrossSlidingState.Dragging: { if (swipeDisplayed) { SwipeHelp.FadeOut(); swipeDisplayed = false; } var delta = args.Position.X - lastDragLocation.X; var time = DateTime.Now.Subtract(lastDragTime).TotalSeconds; if (Math.Abs(delta) > 30 && time > 0) { var velocity = delta / time; lastDragLocation = args.Position; lastDragTime = DateTime.Now; Model.Zoomed(velocity); } break; } } }; GraphView.PointerPressed += (sender, args) => { GraphView.CapturePointer(args.Pointer); gesture.ProcessDownEvent(args.GetCurrentPoint(GraphView)); }; GraphView.PointerMoved += (sender, args) => { gesture.ProcessMoveEvents(args.GetIntermediatePoints(GraphView)); }; GraphView.PointerReleased += (sender, args) => { gesture.ProcessUpEvent(args.GetCurrentPoint(GraphView)); GraphView.ReleasePointerCapture(args.Pointer); }; }
private void OnCrossSlidingToAxe(GestureRecognizer sender, CrossSlidingEventArgs args) { //args.CrossSlidingState == CrossSlidingState.Started; }
public void OnHolding(GestureRecognizer sender, HoldingEventArgs args) { //physics.OnHolding(sender, args); }
public void OnManipulationCompleted(GestureRecognizer sender, ManipulationCompletedEventArgs args) { physics.OnManipulationCompleted(sender, args); }
public void Tapped(GestureRecognizer sender, TappedEventArgs args) { physics.Tapped(sender, args); }
public void Tapped(GestureRecognizer sender, TappedEventArgs args) { // Pass Manipulation events to the game objects. foreach (var obj in gameObjects) { obj.Tapped(sender, args); } }
public void OnManipulationUpdated(GestureRecognizer sender, ManipulationUpdatedEventArgs args) { player.OnManipulationUpdated(sender, args); // Update camera position for all game objects foreach (var obj in gameObjects) { if (obj.basicEffect != null) { obj.basicEffect.View = player.View; } obj.OnManipulationUpdated(sender, args); } }
public Scenario2() { this.InitializeComponent(); this.gr2 = new Windows.UI.Input.GestureRecognizer(); this.ShapeInput2 = new ManipulationInputProcessor(gr2, ManipulateMe, Scenario2Output); }
void gr_RightTapped(Windows.UI.Input.GestureRecognizer sender, Windows.UI.Input.RightTappedEventArgs args) { #if (DEBUG) System.Diagnostics.Debug.WriteLine("gr_RightTapped"); #endif }
void gestureRecognizer_ManipulationStarted(GestureRecognizer sender, ManipulationStartedEventArgs args) { velocity = 0; inManipulation = true; }
public void OnManipulationUpdated(GestureRecognizer sender, ManipulationUpdatedEventArgs args) { if (main.focussld == false) { scaleFactor /= (float)args.Delta.Scale; AngleH += (float)args.Delta.Translation.X / 500; AngleV += (float)args.Delta.Translation.Y / 500; } }
void gr_ManipulationInertiaStarting(Windows.UI.Input.GestureRecognizer sender, Windows.UI.Input.ManipulationInertiaStartingEventArgs args) { #if (DEBUG) System.Diagnostics.Debug.WriteLine("gr_ManipulationInertiaStarting"); #endif }
void gestureRecognizer_ManipulationCompleted(GestureRecognizer sender, ManipulationCompletedEventArgs args) { inManipulation = false; }
void gr_CrossSliding(Windows.UI.Input.GestureRecognizer sender, Windows.UI.Input.CrossSlidingEventArgs args) { #if (DEBUG) System.Diagnostics.Debug.WriteLine("gr_CrossSliding"); #endif }
void gestureRecognizer_ManipulationUpdated(GestureRecognizer sender, ManipulationUpdatedEventArgs args) { offset = offset - (float)args.Delta.Translation.Y; targetVelocity = -Math.Sign(args.Velocities.Linear.Y) * targetSpeed; }
void gr_ManipulationUpdated(Windows.UI.Input.GestureRecognizer sender, Windows.UI.Input.ManipulationUpdatedEventArgs args) { #if (DEBUG) System.Diagnostics.Debug.WriteLine("gr_ManipulationUpdated"); #endif }