//Actual Event handling void HandleMenuStateChanged(object sender, MenuStateChanged e) { if (e.MenuState == 3) { countdownTimer.Start(); kdi = new KinectDataInput(); kdi.RaiseBitmapGenerated += HandleBitmapGenerated; startupDate = DateTime.Today; secondsBeforeGameStarts = 5; startTime = (DateTime.Now - new DateTime(DateTime.Today.Year, DateTime.Today.Month, DateTime.Today.Day, 0, 0, 0, 0)).TotalMilliseconds; dealtNotes = lastNoteStarted = 0; ingameClock = new Thread(mainLoop); kdi.Start(); } }
void HandleMenuStateChanged(object sender, MenuStateChanged e) { switch (e.MenuState) { case 0: this.Content = menus[0]; break; case 1: this.Content = menus[1]; break; case 2: this.Content = menus[2]; break; case 3: if (menus[3] != null) { this.Content = menus[3]; } else { Console.WriteLine("Info: menus[3] isn't implemented yet so you won't be able to access it either. Logical?"); } break; case -1: this.Close(); break; default: this.Content = menus[0]; Console.WriteLine("Warning: We recieved an invalid MenuState (" + e.MenuState + ") from the object " + sender.ToString() + "! Defaulting to menus[0] (" + menus[0].ToString() + ")..."); break; } }
public virtual void OnRaiseMenuStateChanged(MenuStateChanged e) { RaiseMenuStateChanged?.Invoke(this, e); }