/*/////////////////////////////////////////
          * CONSTRUCTOR(S)/DESTRUCTOR(S)
          */
        ///////////////////////////////////////
        public KinectManager(ColorImageFormat p_colour_format,
                             DepthImageFormat p_depth_format,
                             KinectGame_WindowsXNA p_game)
        {
            // Initialise the Kinect selector...
            this.colour_image_format = p_colour_format;
            this.depth_image_format = p_depth_format;
            this.root_game = p_game;

            this.colour_stream = null;
            this.depth_stream = null;
            this.skeleton_stream = null;

            this.debug_video_stream_dimensions = new Vector2(200, 150);

            status_map = new Dictionary<KinectStatus, string>();
            KinectSensor.KinectSensors.StatusChanged += this.KinectSensorsStatusChanged; // handler function for changes in the Kinect system
            this.DiscoverSensor();

            this.status_map.Add(KinectStatus.Undefined, "UNKNOWN STATUS MESSAGE");
            this.status_map.Add(KinectStatus.Connected, "Connected.");//string.Empty);
            this.status_map.Add(KinectStatus.DeviceNotGenuine, "Detected device is not genuine!");
            this.status_map.Add(KinectStatus.DeviceNotSupported, "Detected device is not supported!");
            this.status_map.Add(KinectStatus.Disconnected, "Disconnected/Device required!");
            this.status_map.Add(KinectStatus.Error, "Error in Kinect sensor!");
            this.status_map.Add(KinectStatus.Initializing, "Initialising Kinect sensor...");
            this.status_map.Add(KinectStatus.InsufficientBandwidth, "Insufficient bandwidth for Kinect sensor!");
            this.status_map.Add(KinectStatus.NotPowered, "Detected device is not powered!");
            this.status_map.Add(KinectStatus.NotReady, "Detected device is not ready!");

            // Load the status message font:
            this.msg_font = this.root_game.Content.Load<SpriteFont>("Fonts/Segoe16");
            this.msg_label_pos = new Vector2(4.0f, 2.0f);
        }
        /*/////////////////////////////////////////
         * CONSTRUCTOR(S)/DESTRUCTOR(S)
         *////////////////////////////////////////
        public KinectManager(ColorImageFormat p_colour_format,
                             DepthImageFormat p_depth_format,
                             KinectGame_WindowsXNA p_game)
        {
            // Initialise the Kinect selector...
            this.colour_image_format = p_colour_format;
            this.depth_image_format  = p_depth_format;
            this.root_game           = p_game;

            this.colour_stream   = null;
            this.depth_stream    = null;
            this.skeleton_stream = null;

            this.debug_video_stream_dimensions = new Vector2(200, 150);

            status_map = new Dictionary <KinectStatus, string>();
            KinectSensor.KinectSensors.StatusChanged += this.KinectSensorsStatusChanged; // handler function for changes in the Kinect system
            this.DiscoverSensor();

            this.status_map.Add(KinectStatus.Undefined, "UNKNOWN STATUS MESSAGE");
            this.status_map.Add(KinectStatus.Connected, "Connected.");//string.Empty);
            this.status_map.Add(KinectStatus.DeviceNotGenuine, "Detected device is not genuine!");
            this.status_map.Add(KinectStatus.DeviceNotSupported, "Detected device is not supported!");
            this.status_map.Add(KinectStatus.Disconnected, "Disconnected/Device required!");
            this.status_map.Add(KinectStatus.Error, "Error in Kinect sensor!");
            this.status_map.Add(KinectStatus.Initializing, "Initialising Kinect sensor...");
            this.status_map.Add(KinectStatus.InsufficientBandwidth, "Insufficient bandwidth for Kinect sensor!");
            this.status_map.Add(KinectStatus.NotPowered, "Detected device is not powered!");
            this.status_map.Add(KinectStatus.NotReady, "Detected device is not ready!");

            // Load the status message font:
            this.msg_font      = this.root_game.Content.Load <SpriteFont>("Fonts/Segoe16");
            this.msg_label_pos = new Vector2(4.0f, 2.0f);
        }