/// <summary> /// This is the event handler for Shaken events. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> async private void Shaken(object sender, AccelerometerShakenEventArgs e) { await Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => { _shakeCount++; ScenarioOutputText.Text = _shakeCount.ToString(); }); }
async void accelerometer_Shaken(Accelerometer sender, AccelerometerShakenEventArgs args) { await Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => { shakes++; ShakeCount.Text = shakes.ToString(); }); }
async void Accelerometer_Shaken(Accelerometer sender, AccelerometerShakenEventArgs args) { var dispatcher = App.Dispatcher; await dispatcher.RunAsync(CoreDispatcherPriority.Normal, (DispatchedHandler)(() => { _shaken(this, args); })); }
private void OnShaken(Accelerometer sender, AccelerometerShakenEventArgs args) { var dispatcher = Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher; var runOperation = dispatcher.RunAsync(Windows.UI.Core.CoreDispatcherPriority.Normal, () => { var content = Window.Current.Content; Frame rootFrame = content as Frame; if (easterEggState) { rootFrame.Navigate(typeof(ItemsPage)); } else { rootFrame.Navigate(typeof(EasterEggPage)); } easterEggState = !easterEggState; }); }
static void accelerometer_Shaken(Accelerometer sender, AccelerometerShakenEventArgs args) { Log.Write("Device Shaken"); Execution.ExecuteFavoriteAppRecipe(); }
private async void _myAcc_Shaken(Accelerometer sender, AccelerometerShakenEventArgs args) { // tell the user not to shake the phone; MessageDialog msgDialog = new MessageDialog("that's not a good idea"); await msgDialog.ShowAsync(); }
private void OnShake(Accelerometer sender, AccelerometerShakenEventArgs args) { throw new NotImplementedException(); }
void MainPage_Shaken(Accelerometer sender, AccelerometerShakenEventArgs args) { }
private async void MyAccel_Shaken(Accelerometer sender, AccelerometerShakenEventArgs args) { MessageDialog msgDialog = new MessageDialog("Don't do that - not good."); await msgDialog.ShowAsync(); }
private void AccelerometerOnShaken(Accelerometer sender, AccelerometerShakenEventArgs args) { _sensorSettings.LatestAccelerometerShakeTime = args.Timestamp; // args.Timestamp }
void accelerometer_Shaken(Accelerometer sender, AccelerometerShakenEventArgs args) { throw new NotImplementedException(); }
void accelerometer_Shaken(Accelerometer sender, AccelerometerShakenEventArgs args) { }
private void Accelerometer_Shaken(Accelerometer sender, AccelerometerShakenEventArgs args) { try { node.SetState(Helper.AccelerometerThing.Ports[4], "true"); } catch (Exception ex) { } }
// code for when user shakes device private async void ShakeEvent(Accelerometer sender, AccelerometerShakenEventArgs args) { await Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => { Random rollDie = new Random(); int rolledNum1 = 0, rolledNum2 = 0; // generates random number in range of radio button checked and unchecks button after if (twoSide.IsChecked == true) { rolledNum1 = rollDie.Next(1, 2); rolledNum2 = rollDie.Next(1, 2); twoSide.IsChecked = false; } else if (fourSide.IsChecked == true) { rolledNum1 = rollDie.Next(1, 4); rolledNum2 = rollDie.Next(1, 4); fourSide.IsChecked = false; } else if (sixSide.IsChecked == true) { rolledNum1 = rollDie.Next(1, 6); rolledNum2 = rollDie.Next(1, 6); sixSide.IsChecked = false; } else if (eightSide.IsChecked == true) { rolledNum1 = rollDie.Next(1, 8); rolledNum2 = rollDie.Next(1, 8); eightSide.IsChecked = false; } else if (tenSide.IsChecked == true) { rolledNum1 = rollDie.Next(1, 10); rolledNum2 = rollDie.Next(1, 10); tenSide.IsChecked = false; } else if (twelveSide.IsChecked == true) { rolledNum1 = rollDie.Next(1, 12); rolledNum2 = rollDie.Next(1, 12); twelveSide.IsChecked = false; } else if (twentySide.IsChecked == true) { rolledNum1 = rollDie.Next(1, 20); rolledNum2 = rollDie.Next(1, 20); twentySide.IsChecked = false; } else if (hundredSide.IsChecked == true) { rolledNum1 = rollDie.Next(1, 10) * 10; rolledNum2 = rollDie.Next(1, 10) * 10; hundredSide.IsChecked = false; } else { return; } // takes best/worst roll for whether or not advantage/disadvantage is checked if (chooseAdvantages.SelectedIndex == 1) { if (rolledNum1 > rolledNum2) { finalRoll = rolledNum1; } else { finalRoll = rolledNum2; } } else if (chooseAdvantages.SelectedIndex == 2) { if (rolledNum1 > rolledNum2) { finalRoll = rolledNum2; } else { finalRoll = rolledNum1; } } else { finalRoll = rolledNum1; } // takes number and displays it back to the user rollResult.Text = finalRoll.ToString(); }); }