protected override sealed void Process(UpdateContext updateContext, ReadOnlyBag<Entity> entities) { for (int i = 0; i < entities.Count; i++) { this.Process(updateContext, entities[i]); } }
public override void Update(UpdateContext updateContext) { base.Update(updateContext); #if WINDOWS if (_area.Contains(updateContext.InputState.MousePosition) && updateContext.InputState.WasMouseButtonPressed(MouseButton.Left) && updateContext.InputState.IsMouseButtonReleased(MouseButton.Left)) { this.OnClickInner(); } #elif WINDOWS_PHONE bool isTapped = false; // Use Tap-gesture if it is enabled if (TouchPanel.EnabledGestures.ContainsFlag(GestureType.Tap)) { isTapped = updateContext.InputState.HasGesture(GestureType.Tap, base.Area.ToRectangle()); } else if (updateContext.InputState.IsTouchAt(base.Area.ToRectangle(), TouchLocationState.Released)) { isTapped = true; } if (isTapped) { this.OnClickInner(); } #endif }
public sealed override void Update(UpdateContext updateContext) { long currentMemory = GC.GetTotalMemory(false); _elapsedTime += TimeSpan.FromTicks(updateContext.GameTime.DeltaTicks); if (_elapsedTime > DebugInformationComponent.UpdateFrequency) { _elapsedTime -= DebugInformationComponent.UpdateFrequency; _frameRate = _frameCounter; _frameCounter = 0; this.FPS = (int)(_frameRate / UpdateFrequency.TotalSeconds); // Memory int newKilobytesPerSecond = (int)((currentMemory - _previousKilobytes) / DebugInformationComponent.UpdateFrequency.TotalSeconds / 1024); if (newKilobytesPerSecond >= 0) { _newKilobytesPerSecond = newKilobytesPerSecond; } _previousKilobytes = currentMemory; } // GC if (currentMemory < _previousMemory) { _garbageCollections++; } _previousMemory = currentMemory; }
public override void Process(UpdateContext updateContext, ref ParticleBuffer.Iterator iterator) { Vector3 deltaColorFirst = _medianColor - _initialColor; Vector3 deltaColorLast = _finalColor - _medianColor; Particle particle = iterator.First; do { if (particle.Age < _median) { float ageMultiplier = particle.Age / _median; particle.Color.X = _initialColor.X + deltaColorFirst.X * ageMultiplier; particle.Color.Y = _initialColor.Y + deltaColorFirst.Y * ageMultiplier; particle.Color.Z = _initialColor.Z + deltaColorFirst.Z * ageMultiplier; } else { float ageMultiplier = (particle.Age - _median) / (1f - _median); particle.Color.X = _medianColor.X + deltaColorLast.X * particle.Age; particle.Color.Y = _medianColor.Y + deltaColorLast.Y * particle.Age; particle.Color.Z = _medianColor.Z + deltaColorLast.Z * particle.Age; } } while (iterator.MoveNext(ref particle)); }
public void Update(UpdateContext updateContext) { foreach (ParticleEffect particleEffect in _particleEffectsByKey.Values) { particleEffect.Update(updateContext); } }
public void Update(UpdateContext updateContext) { if (_enabled && this.Initialized) { this.UpdateInner(updateContext); } }
protected override void UpdateInner(UpdateContext updateContext) { if (_adManager != null) { _adManager.Update(((IXnaGameTimeProvider)updateContext).GameTime); } }
public override void Update(UpdateContext updateContext) { if (updateContext.InputState.IsNewKeyPress(_screenshotKey) && !string.IsNullOrEmpty(_folderPath) && Directory.Exists(_folderPath)) { _takeScreenshot = true; } }
protected override void Update(UpdateContext updateContext, bool otherScreenHasFocus, bool coveredByOtherScreen) { if (updateContext.InputState.IsNewKeyPress(_actionKey) && (_canDoActionMultipleTimes || !_hasDoneAction)) { _action(); } }
public override void Update(UpdateContext updateContext) { base.Update(updateContext); if (_needsToUpdateArea) { this.UpdateArea(); } }
protected override void Update(UpdateContext updateContext) { int toProcess = FlaiMath.Min(_maxEntitiesToProcess, _entities.Count); for (int i = 0; i < toProcess; i++) { this.Process(updateContext, _entities.Dequeue()); } }
public override void Process(UpdateContext updateContext, ref ParticleBuffer.Iterator iterator) { Particle particle = iterator.First; do { particle.Rotation = FlaiMath.GetAngle(particle.Velocity); } while (iterator.MoveNext(ref particle)); }
internal override void ExecuteModifiers(UpdateContext updateContext, ParticleModifierCollection modifiers, ref ParticleBuffer.Iterator iterator) { foreach (ParticleModifier modifier in modifiers) { modifier.Process(updateContext, ref iterator); iterator.Reset(); } }
protected internal override void PostUpdate(UpdateContext updateContext) { this.TimeRemaining -= updateContext.DeltaSeconds; if (this.TimeRemaining <= 0) { this.Entity.Delete(); } }
internal override void ExecuteModifiers(UpdateContext updateContext, ParticleModifierCollection modifiers, ref ParticleBuffer.Iterator iterator) { ParticleBuffer.Iterator iter = iterator; // make sure that the iterator is always copied, so that all modifiers don't concurrently process the same iterator System.Threading.Tasks.Parallel.ForEach(modifiers, modifier => { ParticleBuffer.Iterator iterInner = iter; // make sure that the iterator is always copied, so that all modifiers don't concurrently process the same iterator modifier.Process(updateContext, ref iterInner); }); }
protected sealed override void Update(UpdateContext updateContext) { if (this.ShouldProcess) { this.EntityWorld.EntityRefreshManager.BeginLock(); this.Process(updateContext, _readOnlyEntities); this.EntityWorld.EntityRefreshManager.EndLock(); } }
internal void OnUpdate(UpdateContext updateContext) { if (this.IsEnabled) { this.BeginUpdate(updateContext); this.Update(updateContext); this.EndUpdate(updateContext); } }
protected sealed override void Process(UpdateContext updateContext, ReadOnlyBag<Entity> entities) { _currentTime += TimeSpan.FromTicks(updateContext.GameTime.DeltaTicks); if (_currentTime >= _interval) { _currentTime -= _interval; this.ProcessInner(updateContext, entities); } }
public override void Process(UpdateContext updateContext, ref ParticleBuffer.Iterator iterator) { float opacityDelta = _finalOpacity - _initialOpacity; Particle particle = iterator.First; do { particle.Opacity = _initialOpacity + opacityDelta * particle.Age; } while (iterator.MoveNext(ref particle)); }
public override void Process(UpdateContext updateContext, ref ParticleBuffer.Iterator iterator) { float scaleDelta = _finalScale - _initialScale; Particle particle = iterator.First; do { particle.Scale = _initialScale + scaleDelta * particle.Age; } while (iterator.MoveNext(ref particle)); }
protected internal override void Update(UpdateContext updateContext) { _movement += Vector2.Distance(_previousPosition, _transform.Position); if (_movement >= _triggerDistance) { _movement -= _triggerDistance; this.ParticleEffect.Trigger(_transform); } _previousPosition = _transform.Position; }
public override void Process(UpdateContext updateContext, ref ParticleBuffer.Iterator iterator) { float hueChange = this.HueShiftAmount * updateContext.DeltaSeconds * FlaiMath.Pi / 180f; Matrix hueShiftMatrix = HueShifter.CreateHueTransformationMatrix(hueChange); Particle particle = iterator.First; do { HueShifter.Shift(ref particle.Color, ref hueShiftMatrix); } while (iterator.MoveNext(ref particle)); }
protected internal override void Update(UpdateContext updateContext) { Ensure.NotNull(_transform); // transform can't be null anymore when updating _timeUntilTrigger += updateContext.DeltaSeconds; if (_timeUntilTrigger >= _triggerPeriod) { _timeUntilTrigger -= _triggerPeriod; this.ParticleEffect.Trigger(_transform); } }
public override void Process(UpdateContext updateContext, ref ParticleBuffer.Iterator iterator) { const float Multiplier = 200; float tempAttractionPower = this.AttractionPower * updateContext.DeltaSeconds * Multiplier; Particle particle = iterator.First; do { float distance = Vector2.Distance(this.AttractionPoint, particle.Position); particle.Velocity += (this.AttractionPoint - particle.Position) * tempAttractionPower / distance; } while (iterator.MoveNext(ref particle)); }
public override void Update(UpdateContext updateContext) { _elapsedTime += updateContext.GameTime.ElapsedGameTime; if (_elapsedTime > FpsComponent.UpdateFrequency) { _elapsedTime -= FpsComponent.UpdateFrequency; _frameRate = _frameCounter; _frameCounter = 0; _fps = (int)(_frameRate / FpsComponent.UpdateFrequency.TotalSeconds); } }
public override void Process(UpdateContext updateContext, ref ParticleBuffer.Iterator iterator) { Vector3 deltaColor = _finalColor - _initialColor; Particle particle = iterator.First; do { particle.Color.X = _initialColor.X + deltaColor.X * particle.Age; particle.Color.Y = _initialColor.Y + deltaColor.Y * particle.Age; particle.Color.Z = _initialColor.Z + deltaColor.Z * particle.Age; } while (iterator.MoveNext(ref particle)); }
public void Update(UpdateContext updateContext) { // is cancelled here? if (!this.IsPaused) { this.TimeRemaining -= updateContext.DeltaSeconds; if (this.TimeRemaining < 0) { this.TimeRemaining = 0; } } }
protected sealed override void Update(UpdateContext updateContext, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(updateContext, otherScreenHasFocus, coveredByOtherScreen); if (_hasDrawn && !_hasLoaded) { this.PreloadAssets(); LoadingScreen.Load(base.ScreenManager, false, _screensToLoad); _hasLoaded = true; GC.Collect(); base.ScreenManager.Game.ResetElapsedTime(); } }
public override void Process(UpdateContext updateContext, ref ParticleBuffer.Iterator iterator) { if (this.RotationRate <= float.Epsilon) { return; } float deltaRotation = this.RotationRate * updateContext.DeltaSeconds; Particle particle = iterator.First; do { particle.Rotation += deltaRotation; } while (iterator.MoveNext(ref particle)); }
public override void Process(UpdateContext updateContext, ref ParticleBuffer.Iterator iterator) { float deltaStrength = this.Strength * updateContext.DeltaSeconds; if (deltaStrength == 0f || _direction == Vector2.Zero) { return; } Vector2 deltaGravity = _direction * deltaStrength; Particle particle = iterator.First; do { particle.Velocity += deltaGravity; } while (iterator.MoveNext(ref particle)); }
private void UpdateDatabase() { var patientUpdate = new PatientUpdateColumns(); var seriesUpdate = new SeriesUpdateColumns(); var studyUpdate = new StudyUpdateColumns(); // Update Patient level info. Different cases can occur here: // A) Patient demographic info is not changed ==> update the current patient // B) New patient demographics matches (another) existing patient in the datbase // ==> Transfer the study to that patient. This means the study count on both patients must be updated. // The current patient should also be deleted if there's no more study attached to it after the transfer. // C) New patient demographics doesn't match any patient in the database // ==> A new patient should be created for this study. The study count on the current patient should be updated // and the patient should also be deleted if this is the only study attached to it. if (_patientInfoIsNotChanged) { _newPatient = _curPatient; } else if (_newPatient == null) { // No matching patient in the database. We should create a new patient for this study _newPatient = CreateNewPatient(_newPatientInfo); } else { // There's already patient in the database with the new patient demographics // The study should be attached to that patient. TransferStudy(_study.Key, _oldPatientInfo, _newPatient); } // Copy the existing valus over into the study & series objects // Note, this sets up an update statement that will update the key columns for // Study Instance UID, Series Instance UID, however, note that the columns will not // actually change value. Its alittle ugly, but it will make it so if we add new // columns in the future, it just "works". _file.DataSet.LoadDicomFields(patientUpdate); _file.DataSet.LoadDicomFields(studyUpdate); _file.DataSet.LoadDicomFields(seriesUpdate); // Get any extensions that exist and process them var ep = new ProcessorInsertExtensionPoint(); var extensions = ep.CreateExtensions(); foreach (IInsertExtension e in extensions) { e.UpdateExtension(_partition.Key, patientUpdate, studyUpdate, seriesUpdate, _file); } UpdatePatientEncoding(_newPatient, patientUpdate); SetStudyEncoding(_study, studyUpdate); // Update the Study table var patientUpdateBroker = UpdateContext.GetBroker <IPatientEntityBroker>(); patientUpdateBroker.Update(_newPatient.Key, patientUpdate); // Update the Study table var studyUpdateBroker = UpdateContext.GetBroker <IStudyEntityBroker>(); studyUpdateBroker.Update(_study.Key, studyUpdate); // Update the Series table var seriesUpdateBroker = UpdateContext.GetBroker <ISeriesEntityBroker>(); seriesUpdateBroker.Update(_curSeries.Key, seriesUpdate); // If the Request Attributes Sequence is in the dataset, do an insert. // Small hole in this that if the value of this sequence has changed, both the old and // the new values will stay in the database, not much to do about it, except // reprocess the whole series, which doesn't seem worth it. if (_file.DataSet.Contains(DicomTags.RequestAttributesSequence)) { var attribute = _file.DataSet[DicomTags.RequestAttributesSequence] as DicomAttributeSQ; if (attribute != null && !attribute.IsEmpty) { foreach (DicomSequenceItem sequenceItem in (DicomSequenceItem[])attribute.Values) { var requestParms = new RequestAttributesInsertParameters(); sequenceItem.LoadDicomFields(requestParms); requestParms.SeriesKey = _curSeries.Key; var insertRequest = UpdateContext.GetBroker <IInsertRequestAttributes>(); insertRequest.Execute(requestParms); } } } }