Пример #1
0
 public void ScrollOutHeader(bool animated)
 {
     ScrollUtil.ScrollOutHeader(
         _collectionView,
         HomeHeaderView.DefaultHeight,
         _isTouched && animated);
 }
Пример #2
0
 public void ScrollOutHeader(bool animated)
 {
     ScrollUtil.ScrollOutHeader(
         _tableView,
         HeaderHeight,
         _isTouched && animated);
 }
Пример #3
0
        public override void DraggingEnded(UIScrollView scrollView, bool willDecelerate)
        {
            if (((UITableView)scrollView).TableHeaderView == null)
            {
                return;
            }

            ScrollUtil.AdjustHeaderPosition(scrollView, HeaderHeight, true);
        }
Пример #4
0
 private void OnDataReloaded(object sender, EventArgs e)
 {
     if (!IsHeaderViewHidden)
     {
         ScrollUtil.ScrollOutHeaderAfterReload(
             _collectionView,
             HomeHeaderView.DefaultHeight,
             _collectionSource,
             _isTouched);
     }
 }
Пример #5
0
        public virtual void ReloadTableData(bool hideHeader = true)
        {
            _tableView.ReloadData();

            if (hideHeader && !IsHeaderViewHidden)
            {
                ScrollUtil.ScrollOutHeaderAfterReload(
                    _tableView,
                    HeaderHeight,
                    this,
                    _isTouched);
            }
        }
Пример #6
0
        public void NMI()
        {
            Stack.Backup();

            nmiCount.Inc();

            Module <VRamQueue>().Execute();

            NES.PPU.Control.Set(NES.PPU.LazyControl);
            NES.PPU.Mask.Set(NES.PPU.LazyMask);
            ScrollUtil.Update();

            Stack.Restore();
        }
Пример #7
0
        public void Reset()
        {
            NES.IRQ.Disable();
            CPU6502.CLD();
            NES.APU.FrameCounter.Set(0x40);
            Stack.Reset();
            NES.PPU.Control.Set(0);
            NES.PPU.Mask.Set(0);
            NES.APU.DMC.Disable();
            //NES.APU.SetChannelsEnabled(NES.APU.Channels.DMC | NES.APU.Channels.Pulse1);

            Hardware.WaitForVBlank();
            Hardware.ClearRAM();
            Hardware.WaitForVBlank();

            ////TODO: move this to title, along with datasection
            //Comment("Load palettes");
            //Hardware.LoadPalettes(Palettes);

            Module <SceneManager>().Load(Module <Scenes.Title>());
            Hardware.WaitForVBlank();
            NES.PPU.Control.Set(NES.PPU.LazyControl);
            NES.PPU.Mask.Set(NES.PPU.LazyMask);
            ScrollUtil.Update();
            Loop.Infinite(_ => {
                Comment("Main Loop");

                Module <Gamepads>().Update();

                Module <SceneManager>().Step();

                A.Set(nmiCount);
                Loop.Do_old().While(() => nmiCount.Equals(A));

                Module <SceneManager>().CheckLoadNeeded();

                //Set shadow OAM address
                NES.PPU.OAM.Address.Set(0x00);                  //low byte of RAM address
                NES.PPU.OAM.DMA.Set(0x02);                      //high byte of RAM address
            });
        }
Пример #8
0
 public override void DraggingEnded(UIScrollView scrollView, bool willDecelerate)
 {
     ScrollUtil.AdjustHeaderPosition(scrollView, HomeHeaderView.DefaultHeight, true);
 }