public KinectInterface(KinectManager manager, int mode) { _manager = manager; _mode = mode; _status = STATUS_NO_KINECT; handPositions = new Vector2[2]{ new Vector2(0, 0), new Vector2(0, 0) }; _manager.SensorChanged += new KinectManager.StatusChangedEventHandler(SensorChanged); StartSensor(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // Set graphic options _graphicsDevice.PreferredBackBufferWidth = SCREEN_WIDTH; _graphicsDevice.PreferredBackBufferHeight = SCREEN_HEIGHT; _graphicsDevice.IsFullScreen = FULLSCREEN_ENABLED; _graphicsDevice.ApplyChanges(); // Managers (singleton static classes) RenderManager.Initialize(GraphicsDevice); ResourceManager.Initialize(Content,GraphicsDevice); AudioManager.Initialize(Content); // Initialize Kinect and its interface _kinectsManager = new KinectManager(); _gameInput = new KinectInterface(_kinectsManager, KinectInterface.MODE_HANDS); _sceneManager = new SceneManager(this,_gameInput); base.Initialize(); }