public AreaSelectionCarouselDialog(Scene.ObjectRegistrationHandler registrationHandler, Scene.ObjectUnregistrationHandler unregistrationHandler) : base(registrationHandler, unregistrationHandler) { _boxCaption = Translator.Translation("Select Course"); Height = Dialog_Height; TopYWhenInactive = Definitions.Back_Buffer_Height; CarouselCenter = new Vector2(Definitions.Back_Buffer_Center.X, Carousel_Center_Y); CarouselRadii = new Vector2(Carousel_Horizontal_Radius, Carousel_Vertical_Radius); RotationSpeedInDegrees = Rotation_Speed_In_Degrees; _itemRenderDepths = new Range(Minimum_Item_Render_Depth, Maximum_Item_Render_Depth); _itemScales = new Range(Minimum_Item_Scale, Maximum_Item_Scale); InputSources.Add(KeyboardInputProcessor.CreateForPlayerOne()); InputSources.Add(KeyboardInputProcessor.CreateForPlayerTwo()); AddIconButton("previous", new Vector2(Definitions.Back_Buffer_Center.X - 450, 305), Button.ButtonIcon.Previous, Color.DodgerBlue); AddIconButton("next", new Vector2(Definitions.Back_Buffer_Center.X + 450, 305), Button.ButtonIcon.Next, Color.DodgerBlue); AddButton("Back", new Vector2(Definitions.Left_Button_Column_X, 625), Button.ButtonIcon.Back, Color.DodgerBlue, 0.7f); AddButton("Select", new Vector2(Definitions.Right_Button_Column_X, 625), Button.ButtonIcon.Play, Color.LawnGreen, 0.7f); SetupButtonLinkagesAndDefaultValues(); registrationHandler(this); _cancelButtonCaption = "Back"; }
public GestureDispatcher(Runtime nui, KeyboardInputProcessor keyboard, MouseInputProcessor mouse, Canvas mainTransformedSkeleton) { ConfigureLogManager(); handleRequests = new Semaphore(0, (int)SemaphoreConstants.MAX_CONCURRENT_REQUESTS); requestGestureDataSem = new Semaphore((int)SemaphoreConstants.MAX_CONCURRENT_REQUESTS, (int)SemaphoreConstants.MAX_CONCURRENT_REQUESTS); this.keyboardProcessor = keyboard; this.nuiRuntime = nui; this.mouseProcessor = mouse; this.tranformedSkeleton = mainTransformedSkeleton; dataQueue = new Queue<GestureData>(); this.drawSkeleton = new TransformedSkeletonDrawing(nui, mainTransformedSkeleton); GestureProcessorModule(); }
public SkeletalDataProcessor(Runtime nui, Canvas skeleton, KeyboardInputProcessor keyboard, MouseInputProcessor mouse, Canvas mainTransformedSkeleton) { ConfigureLogManager(); handleRequests = new Semaphore(0, (int)SemaphoreConstants.MAX_CONCURRENT_REQUESTS); requestSkeletalData = new Semaphore((int)SemaphoreConstants.MAX_CONCURRENT_REQUESTS, (int)SemaphoreConstants.MAX_CONCURRENT_REQUESTS); this.keyboardProcessor = keyboard; this.nuiRuntime = nui; this.skeletonCanvas = skeleton; this.transformedSkeleton = mainTransformedSkeleton; this.mouseInput = mouse; this.skeletalDrawingObject = new SkeletalDrawing(nui, skeleton); this.gestureDispatch = new GestureDispatcher(nui,keyboard, mouse, mainTransformedSkeleton); dataQueue = new Queue<SkeletalData>(); threadExit = false; skeletalProcessorThread = new Thread(SkeletalProcessorModule); skeletalProcessorThread.Name = "SkeletalProcessorThread"; skeletalProcessorThread.Start(); }
public FreeCameraSystem(KeyboardInputProcessor keyboardInputProcessor, MouseInputProcessor mouseInputProcessor, ICamera camera) { _mouseInputProcessor = mouseInputProcessor; _camera = camera; _keyboardInputProcessor = keyboardInputProcessor; }
public InputSystem(KeyboardInputProcessor keyboardInputProcessor) { _keyboardInputProcessor = keyboardInputProcessor; }
public KeyDownActionEvaluator(KeyboardInputProcessor keyboardInputProcessor) : base(keyboardInputProcessor) { KeyEvaluator = keyboardInputProcessor.WasKeyPressed; }
public KeyUpActionEvaluator(KeyboardInputProcessor keyboardInputProcessor) : base(keyboardInputProcessor) { KeyEvaluator = KeyboardInputProcessor.WasKeyReleased; }
public RtsCameraSystem(KeyboardInputProcessor keyboardInputProcessor, ICamera camera) { _camera = camera; _keyboardInputProcessor = keyboardInputProcessor; }