async private void orientationSensor_OrientationChanged(SimpleOrientationSensor sender, SimpleOrientationSensorOrientationChangedEventArgs args) { await Dispatcher.RunAsync(Windows.UI.Core.CoreDispatcherPriority.Normal, () => { ShowOrientationText(args.Orientation); }); }
private void OrientationChanged(SimpleOrientationSensor sender, SimpleOrientationSensorOrientationChangedEventArgs args) { if (_isStreaming) { var rotation = GetVideoRotation(args.Orientation); _mediaCapture.SetPreviewRotation(rotation); } }
public static SimpleOrientationSensor GetDefault() { if (_instance == null) { _instance = new SimpleOrientationSensor(); } return(_instance); }
private async void OrientationSensor_OrientationChanged(SimpleOrientationSensor sender, SimpleOrientationSensorOrientationChangedEventArgs args) { // Keep previous orientation when the user puts its device faceup or facedown if ((args.Orientation != SimpleOrientation.Faceup) && (args.Orientation != SimpleOrientation.Facedown)) { deviceOrientation = args.Orientation; await Dispatcher.RunAsync(Windows.UI.Core.CoreDispatcherPriority.Normal, () => SetVideoOrientation()); } }
public Scenario2() { this.InitializeComponent(); _sensor = SimpleOrientationSensor.GetDefault(); if (_sensor == null) { rootPage.NotifyUser("No simple orientation sensor found", NotifyType.ErrorMessage); } }
protected CodeViewModelBase() { if (!Windows.ApplicationModel.DesignMode.DesignModeEnabled) { _settings = Services.SettingsServices.SettingsService.Instance; _mediaCapture = new MediaCapture(); CheckIfCamerasExistAsync(); _simpleOrientationSensor = SimpleOrientationSensor.GetDefault(); } }
//Constructor for GameOver.xaml public GameOver() { this.InitializeComponent(); copyDatabase(); //Copy the database so it can be found locally _simpleorientation = SimpleOrientationSensor.GetDefault(); //Get a default version of an orientation sensor. // Assign an event handler for the sensor orientation-changed event if (_simpleorientation != null) { _simpleorientation.OrientationChanged += new TypedEventHandler<SimpleOrientationSensor, SimpleOrientationSensorOrientationChangedEventArgs>(OrientationChanged); } }//end constructor
public CameraPage() { this.InitializeComponent(); Application.Current.Resuming += new EventHandler<object>(AppResume); HardwareButtons.BackPressed += HardwareButtons_BackPressed; HardwareButtons.CameraPressed += HardwareButtons_CameraPressed; HardwareButtons.CameraHalfPressed += HardwareButtons_CameraHalfPressed; HardwareButtons.CameraReleased += HardwareButtons_CameraHalfPressed; _simpleorientation = SimpleOrientationSensor.GetDefault(); if (_simpleorientation != null) { _simpleorientation.OrientationChanged += new TypedEventHandler<SimpleOrientationSensor, SimpleOrientationSensorOrientationChangedEventArgs>(OrientationChanged); } //DisableNotificationsBar(); }
//Constructor for HighScores.xaml public HighScores() { this.InitializeComponent(); copyDatabase(); //Copys the database file so it can be found locally in the application //Add event listener for the back hardware button HardwareButtons.BackPressed += HardwareButtons_BackPressed; _simpleorientation = SimpleOrientationSensor.GetDefault(); //Get a defualt version of an orientation sensor. // Assign an event handler for the sensor orientation-changed event if (_simpleorientation != null) { _simpleorientation.OrientationChanged += new TypedEventHandler<SimpleOrientationSensor, SimpleOrientationSensorOrientationChangedEventArgs>(OrientationChanged); } }//end of constructor
//Constructor public HighScoresMenu() { this.InitializeComponent(); createGameOptionList(); //Populate list with high score menu options highscoreOptionsList.ItemsSource = highscoreOptions; //Make list of GameTypes the item source for the list //Add event listener for the back hardware button HardwareButtons.BackPressed += HardwareButtons_BackPressed; _simpleorientation = SimpleOrientationSensor.GetDefault(); //Get a defualt version of an orientation sensor. // Assign an event handler for the sensor orientation-changed event if (_simpleorientation != null) { _simpleorientation.OrientationChanged += new TypedEventHandler<SimpleOrientationSensor, SimpleOrientationSensorOrientationChangedEventArgs>(OrientationChanged); } }//end HighScoresMenu constructor
//Constructor public MainPage() { this.InitializeComponent(); createGameOptionList(); //Populate the list of GameTypes. gameOptionsList.ItemsSource = gameOptions; //Pass the GameType list as the listboxes item source //Add event listener for the back hardware button HardwareButtons.BackPressed += HardwareButtons_BackPressed; _simpleorientation = SimpleOrientationSensor.GetDefault(); //Get a defualt version of an orientation sensor. // Assign an event handler for the sensor orientation-changed event if (_simpleorientation != null) { _simpleorientation.OrientationChanged += new TypedEventHandler<SimpleOrientationSensor, SimpleOrientationSensorOrientationChangedEventArgs>(OrientationChanged); } //this.NavigationCacheMode = NavigationCacheMode.Required; }//end MainPage() constructor
async void MainPage_OrientationChanged( SimpleOrientationSensor sender, SimpleOrientationSensorOrientationChangedEventArgs args ) { await Dispatcher.RunAsync( CoreDispatcherPriority.Normal, () => { TextSimpleOrientation.Text = "SimpleOrientation : " + args.Orientation.ToString(); } ); }
public SimpleOrientationSensorEvents(SimpleOrientationSensor This) { this.This = This; }
private void OrientationChange(SimpleOrientationSensor sender, SimpleOrientationSensorOrientationChangedEventArgs args) { Settings.orientation = this.orientationSensor.GetCurrentOrientation(); switch (Settings.orientation) { case SimpleOrientation.NotRotated: Settings.or = 1; break; //case SimpleOrientation.Faceup: Settings.or = 0; break; case SimpleOrientation.Rotated180DegreesCounterclockwise: Settings.or = 2; break; case SimpleOrientation.Rotated270DegreesCounterclockwise: Settings.or = 3; break; case SimpleOrientation.Rotated90DegreesCounterclockwise: Settings.or = 4; break; } }
private void SimpleOrientationSensor_OrientationChanged(SimpleOrientationSensor sender, SimpleOrientationSensorOrientationChangedEventArgs args) { if (args.Orientation != SimpleOrientation.Faceup && args.Orientation != SimpleOrientation.Facedown) { // Only raise the OrientationChanged event if the device is not parallel to the ground. This allows users to take pictures of documents (FaceUp) // or the ceiling (FaceDown) in portrait or landscape, by first holding the device in the desired orientation, and then pointing the camera // either up or down, at the desired subject. //Note: This assumes that the camera is either facing the same way as the screen, or the opposite way. For devices with cameras mounted // on other panels, this logic should be adjusted. OrientationChanged?.Invoke(this, false); } }
private void OrientationSensor_OrientationChanged(SimpleOrientationSensor sender, SimpleOrientationSensorOrientationChangedEventArgs args) { if (args.Orientation != SimpleOrientation.Faceup && args.Orientation != SimpleOrientation.Facedown) { // Only update the current orientation if the device is not parallel to the ground. This allows users to take pictures of documents (FaceUp) deviceOrientation = args.Orientation; } }
public MapControl() { _renderTarget = new Canvas { VerticalAlignment = VerticalAlignment.Stretch, HorizontalAlignment = HorizontalAlignment.Stretch, Background = new SolidColorBrush(Colors.Transparent), }; Children.Add(_renderTarget); _bboxRect = new Rectangle { Fill = new SolidColorBrush(Colors.Red), Stroke = new SolidColorBrush(Colors.Black), StrokeThickness = 3, RadiusX = 0.5, RadiusY = 0.5, StrokeDashArray = new DoubleCollection { 3.0 }, Opacity = 0.3, VerticalAlignment = VerticalAlignment.Top, HorizontalAlignment = HorizontalAlignment.Left, Visibility = Visibility.Collapsed }; Children.Add(_bboxRect); Map = new Map(); Loaded += MapControlLoaded; SizeChanged += MapControlSizeChanged; CompositionTarget.Rendering += CompositionTarget_Rendering; _renderer = new MapRenderer(_renderTarget); PointerWheelChanged += MapControl_PointerWheelChanged; ManipulationMode = ManipulationModes.Scale | ManipulationModes.TranslateX | ManipulationModes.TranslateY; ManipulationDelta += OnManipulationDelta; ManipulationCompleted += OnManipulationCompleted; ManipulationInertiaStarting += OnManipulationInertiaStarting; _orientationSensor = SimpleOrientationSensor.GetDefault(); if (_orientationSensor != null) { _orientationSensor.OrientationChanged += (sender, args) => Dispatcher.RunAsync(CoreDispatcherPriority.Normal, Refresh); } }
private void OrientationSensor_OrientationChanged(SimpleOrientationSensor sender, SimpleOrientationSensorOrientationChangedEventArgs args) { if (args.Orientation != SimpleOrientation.Faceup && args.Orientation != SimpleOrientation.Facedown) { _deviceOrientation = args.Orientation; } }
public MainPage() { this.InitializeComponent(); orientationSensor = SimpleOrientationSensor.GetDefault(); }
void OnOrientationSensorOrientationChanged(SimpleOrientationSensor sender, SimpleOrientationSensorOrientationChangedEventArgs args) { // Only update orientatino if the device is not parallel to the ground if (args.Orientation != SimpleOrientation.Faceup && args.Orientation != SimpleOrientation.Facedown) { deviceOrientation = args.Orientation; } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { OrientationSensor = OrientationSensor.GetDefault(); if (OrientationSensor == null) { SimpleOrientationSensor = SimpleOrientationSensor.GetDefault(); if (SimpleOrientationSensor == null) throw new Exception("No way of determining orientation"); } TouchPanel.EnabledGestures = GestureType.Hold | GestureType.Flick | GestureType.HorizontalDrag | GestureType.VerticalDrag | GestureType.DragComplete; vertexBuffer = new DynamicVertexBuffer(graphics.GraphicsDevice, typeof(VertexPositionColor), 8, BufferUsage.WriteOnly); indexBuffer = new DynamicIndexBuffer(graphics.GraphicsDevice, typeof(ushort), 36, BufferUsage.WriteOnly); basicEffect = new BasicEffect(graphics.GraphicsDevice); //(device, null); basicEffect.LightingEnabled = false; basicEffect.VertexColorEnabled = true; basicEffect.TextureEnabled = false; DepthStencilState depthBufferState = new DepthStencilState(); depthBufferState.DepthBufferEnable = true; GraphicsDevice.DepthStencilState = depthBufferState; TetrisState.Initialize(graphics.GraphicsDevice); Windows.UI.ViewManagement.ApplicationView.GetForCurrentView().SuppressSystemOverlays = true; graphics.SupportedOrientations = DisplayOrientation.Portrait; base.Initialize(); }
/// <summary> /// Occurs each time the simple orientation sensor reports a new sensor reading. /// </summary> /// <param name="sender">The event source.</param> /// <param name="args">The event data.</param> private async void OrientationSensor_OrientationChanged(SimpleOrientationSensor sender, SimpleOrientationSensorOrientationChangedEventArgs args) { if (args.Orientation != SimpleOrientation.Faceup && args.Orientation != SimpleOrientation.Facedown) { // Only update the current orientation if the device is not parallel to the ground. This allows users to take pictures of documents (FaceUp) // or the ceiling (FaceDown) in portrait or landscape, by first holding the device in the desired orientation, and then pointing the camera // either up or down, at the desired subject. //Note: This assumes that the camera is either facing the same way as the screen, or the opposite way. For devices with cameras mounted // on other panels, this logic should be adjusted. _deviceOrientation = args.Orientation; await Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => UpdateButtonOrientation()); } }
/// <summary> /// Event handler for orientation sensor changes. /// </summary> /// <param name="sender"></param> /// <param name="args"></param> private void OrientationSensor_OrientationChanged(SimpleOrientationSensor sender, SimpleOrientationSensorOrientationChangedEventArgs args) { if (args.Orientation != SimpleOrientation.Faceup && args.Orientation != SimpleOrientation.Facedown) { _deviceOrientation = args.Orientation; } // Update the UI button orientation UpdateButtonOrientation(); }