private void startButton_Click(object sender, RoutedEventArgs e) { LightService.Run(); EnableStatusControlls(); StartTimer(); }
/// <summary> /// Starts the driver. This typcially sets any class variables and hooks /// any event handlers such as SerialPort ReceivedBytes, etc. /// </summary> /// <param name="configFileData"> /// Contains the contents of any configuration files specified in the /// ConfigurationFileNames property. /// </param> /// <returns>Initial driver ready status.</returns> public override bool StartDriver(Dictionary <string, byte[]> configFileData) { // Configure service settings for small request packet performance ServicePointManager.Expect100Continue = false; ServicePointManager.UseNagleAlgorithm = false; // If bridge IP is blank then locate it using MeetHue service ConfigureHueBridgeIp(); // Instantiate a service object for reading and writing data to the Hue gateway _lightService = new LightService(Logger, _bridgeIpAddress, _bridgeUserName); // Create a timer object that will initiate a poll request to the gateway _lightPollingTimer = new Timer { AutoReset = false }; _lightPollingTimer.Elapsed += PollHueGatewayState; // Start the timer to schedule the next poll _lightPollingTimer.Start(); // Driver isn't ready until we get lighting data so return false return(false); }
private void stopButton_Click(object sender, RoutedEventArgs e) { LightService.Stop(); DisableStatusControlls(); StopTimer(); }
public static void Main() { var client = new ElasticClient(new ConnectionSettings(new Uri(Environment.GetEnvironmentVariable("ES_LIGHT_URL")))); Configuration.Initialize("newdeveloper"); LightService.Discover(); _lights = new LightCollection(); var health = client.Health(HealthLevel.Cluster); string status = health.Status; Color esColor = Color.FromName(status); if (status == "green") { esColor = Color.DarkGreen; } if (health.RelocatingShards > 0) { esColor = Color.Purple; } SetAllLights(esColor); }
private void InitResources() { chunkService = gameObject.GetComponent <ChunkService>(); levelGenerator = gameObject.GetComponent <LevelGenerator>(); lightService = gameObject.GetComponent <LightService>(); block_sprites = Resources.LoadAll <Sprite>("Sprites/blocks"); tilebaseDictionary = tilebase_cfg.GetDico(); tile_selector = Instantiate(Resources.Load("Prefabs/tile_selector")) as GameObject; }
public StorageLocationAppService( IWMSRepositories <StorageLocation, string> repository, IWMSRepositories <StorageLocationType, string> repositoryT, IWMSRepositories <Storage, string> repositoryS, LightService lightService) : base(repository) { _repositoryT = repositoryT; _repository = repository; _repositoryS = repositoryS; LightService = lightService; }
public void CleanUp() { if (Service != null) { Service.Logout(); } if (LightingServices != null) { foreach (LightingService LightService in LightingServices) { LightService.CleanUp(); } } }
public void Init(int chunkSize, Dictionary <int, TileBase> _tilebaseDictionary, int[,] tilesWorldMap, int[,] tilesLightMap, GameObject player, LightService lightService, int[,] tilesShadowMap) { playerCam = player.GetComponentInChildren <Camera>(); boundX = tilesMapChunks.GetUpperBound(0); boundY = tilesMapChunks.GetUpperBound(1); halfChunk = chunkSize / 2; this.player = player; worldMapTransform = GameObject.FindGameObjectWithTag("WorldMap").gameObject.transform; tilebaseDictionary = _tilebaseDictionary; this.tilesLightMap = tilesLightMap; this.tilesWorldMap = tilesWorldMap; this.chunkSize = chunkSize; this.lightService = lightService; this.tilesShadowMap = tilesShadowMap; cacheChunkData = new ChunkDataModel[boundX, boundY]; CreatePoolChunk(20, 52); }
public Shaders() { Content.RootDirectory = "Content"; // Komponenten erstellen camera = CameraFactory.CreateCamera(this, CameraType.FreeLookCamera); shape = new Shape(this); room = new Shape(this); lightService = new LightService(this); crosshair = new Crosshair(this) { Visible = false }; effectService = new EffectService(); collisionDetection = new CollisionDetection(this); // Komponenten zur Engine hinzufügen Components.Add(new CameraHandler(this) { Camera = camera }); Components.Add(camera); Components.Add(lightService); Components.Add(shape); Components.Add(room); Components.Add(crosshair); Components.Add(collisionDetection); // Services hinzufügen Services.AddService(typeof(ICameraService), camera); Services.AddService(typeof(ILightService), lightService); Services.AddService(typeof(IEffectService), effectService); // Grafik-Einstellungen graphics = new GraphicsDeviceManager(this); graphics.SynchronizeWithVerticalRetrace = true; graphics.PreferMultiSampling = true; graphics.IsFullScreen = true; graphics.PreferredBackBufferWidth = 1366; graphics.PreferredBackBufferHeight = 768; IsFixedTimeStep = true; }
public ReelSupplyTempAppService( IWMSRepositories <ReelSupplyTemp, string> repository, IWMSRepositories <ReadyMBill, string> repositoryrb, IWMSRepositories <ReadyMBillDetailed, string> repositoryrbd, IWMSRepositories <Reel, string> repositoryReel, IWMSRepositories <StorageLocation, string> repositorySL, LightService lightService, IWMSRepositories <ReelMoveMethod, string> repositoryRMM, IWMSRepositories <MPN, string> repositorympn ) : base(repository) { _repository = repository; _repositoryrb = repositoryrb; _repositoryrbd = repositoryrbd; _repositoryRMM = repositoryRMM; _repositoryReel = repositoryReel; _repositorympn = repositorympn; _repositorySL = repositorySL; LightService = lightService; }
public ReelAppService( IWMSRepositories <Reel, string> repository, IWMSRepositories <MPN, string> repositorympn, IBarCodeAnalysisAppService barCodeAnalysisAppService, IWMSRepositories <StorageLocation, string> repositorysl, IWMSRepositories <ReelSupplyTemp, string> repositoryReelSupplyTemp, IWMSRepositories <ReelMoveLog, string> repositoryReelMoveLog, IWMSRepositories <ReadyMBillDetailed, string> repositoryReadyMBilld, IWMSRepositories <ReceivedReelBill, string> repositoryrrb, // IWMSRepositories<ReadySlot, string> repositoryReadySlot, IWMSRepositories <ReadyMBill, string> repositoryReadyMBill, IWMSRepositories <StorageArea, string> repositorysStorageA, IWMSRepositories <MPNStorageAreaMap, string> repositorysMPNA, IWMSRepositories <Storage, string> repositorysStorage, IWMSRepositories <Slot, string> repositorySlot, IWMSRepositories <Setting, long> repositoryT, LightService lightService, IWMSRepositories <ReelSendTemp, string> repositoryRST, IWMSRepositories <ReelMoveMethod, string> repositoryRMM) : base(repository) { _repository = repository; _barCodeAnalysisAppService = barCodeAnalysisAppService; _repositoryRMM = repositoryRMM; _repositorympn = repositorympn; _repositorysl = repositorysl; _repositoryReelMoveLog = repositoryReelMoveLog; _repositoryReadyMBilld = repositoryReadyMBilld; _repositoryRST = repositoryRST; _repositoryReelSupplyTemp = repositoryReelSupplyTemp; _repositoryrrb = repositoryrrb; _repositorysStorageA = repositorysStorageA; _repositoryT = repositoryT; // _repositoryReadySlot = repositoryReadySlot; LightService = lightService; _repositoryReadyMBill = repositoryReadyMBill; _repositorySlot = repositorySlot; _repositorysMPNA = repositorysMPNA; _repositorysStorage = repositorysStorage; }
protected override async Task OnParametersSetAsync() { switch (Page) { case null: case "lights": if (Lights is null) { Lights = await LightService.GetAllAsync(); } break; case "heats": if (Heats is null) { Heats = await HeatService.GetAllAsync(); } break; case "courts": if (Courts is null) { Courts = await CourtService.GetAllAsync(); } break; case "rates": if (Rates is null) { Rates = await RatesService.GetAllAsync(); } break; default: throw new KeyNotFoundException("Dashboard nested page not found!"); } }
public void Init(int _chunkSize, Dictionary <int, TileBase> _tilebaseDictionary, int[,] _tilesWorldMap, float[,] _tilesLightMap, GameObject _player, Tilemap _tilemapLight, Tilemap _tilemapWall, GameObject[,] _tilesObjetMap, CycleDay _cycleDay, LightService _lightService, float[,] _tilesShadowMap, Tilemap _tilemapShadow) { boundX = tilesMapChunks.GetUpperBound(0); boundY = tilesMapChunks.GetUpperBound(1); halfChunk = _chunkSize / 2; player = _player; worldMapTransform = GameObject.FindGameObjectWithTag("WorldMap").gameObject.transform; tilebaseDictionary = _tilebaseDictionary; tilesLightMap = _tilesLightMap; tilesWorldMap = _tilesWorldMap; tilemapWall = _tilemapWall; chunkSize = _chunkSize; tilemapLight = _tilemapLight; tilesObjetMap = _tilesObjetMap; cycleDay = _cycleDay; tilesObjetMap = _tilesObjetMap; lightService = _lightService; tilesShadowMap = _tilesShadowMap; tilemapShadow = _tilemapShadow; tilemapWall.GetComponent <TileMapScript>().tilesWorldMap = tilesWorldMap; // CreatePoolChunk(6, 25); // cas pour 32 tiles CreatePoolChunk(3, 13); // cas pour 64 tiles // RenderPartialMapForTest(); // for debug map }
public LightController(ApplicationContext context) { _service = new LightService(context); }
private async void lightTimer_Tick(object sender, EventArgs e) { var data = await LightService.GetTemperaturesAsync(); TranslateTemperatures.Invoke(data); }
protected override async Task OnInitializedAsync() { _lights = await LightService.GetAllAsync(); _heats = await HeatService.GetAllAsync(); }
private async void checkButton_Click(object sender, RoutedEventArgs e) { var data = await LightService.GetTemperaturesAsync(); UpdateTemperatures(data); }
public void Setup() { _LightService = new LightService(); }
protected override async Task OnInitializedAsync() => Lights = await LightService.GetAllAsync();
public void DiscoverNewLights() { Configuration.Initialize("36e02089265925772f085fcd3884ec9b"); LightService.Discover(); }
public void Init() { #region Device Setup CreateDeviceAndSwapChain(); deviceContext = device.ImmediateContext; swapChain.GetParent <Factory>().MakeWindowAssociation(renderForm.Handle, WindowAssociationFlags.IgnoreAll); this.backBuffer = Texture2D.FromSwapChain <Texture2D>(swapChain, 0); renderTargetView = new RenderTargetView(device, backBuffer); deviceContext.OutputMerger.SetRenderTargets(renderTargetView); viewport = new Viewport(0, 0, width, height); deviceContext.Rasterizer.SetViewport(viewport); deviceContext.Rasterizer.SetScissorRectangle(0, 0, renderForm.ClientSize.Width, renderForm.ClientSize.Height); renderState = new RasterizerState(device, new RasterizerStateDescription() { CullMode = CullMode.Back, DepthBias = 0, DepthBiasClamp = 0, FillMode = FillMode.Solid, IsAntialiasedLineEnabled = false, IsDepthClipEnabled = true, IsFrontCounterClockwise = false, IsMultisampleEnabled = true, IsScissorEnabled = false, SlopeScaledDepthBias = 0 }); deviceContext.Rasterizer.State = renderState; depthBuffer = new Texture2D(device, new Texture2DDescription() { Format = Format.D32_Float_S8X24_UInt, ArraySize = 1, MipLevels = 1, Width = renderForm.ClientSize.Width, Height = renderForm.ClientSize.Height, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.DepthStencil, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }); depthStencilView = new DepthStencilView(device, depthBuffer); deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView); deviceContext.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList; #endregion RegisterServices(); this.renderService = engine.Services.GetService <RenderService>(); this.lightService = engine.Services.GetService <LightService>(); renderService.Init(); //Constant Buffers perFrameBuffer = engine.Services.GetService <BufferFactory>().CreateConstantBuffer <PerFrameCB>(); perObjectBuffer = engine.Services.GetService <BufferFactory>().CreateConstantBuffer <PerObjectCB>(); PointLightBuffer = engine.Services.GetService <BufferFactory>().CreateConstantBuffer(SharpDX.Utilities.SizeOf <PointLightStructure>() * Constants.MaxLightCounts.POINT); DirectionalLightBuffer = engine.Services.GetService <BufferFactory>().CreateConstantBuffer(SharpDX.Utilities.SizeOf <DirectionalLightStructure>() * Constants.MaxLightCounts.DIRECTIONAL); renderService.RegisterConstantBuffer(Constants.ConstantBufferNames.PER_FRAME_CB, perFrameBuffer, ConstantBufferType.PixelShader); renderService.RegisterConstantBuffer(Constants.ConstantBufferNames.POINT_LIGHT_CB, PointLightBuffer, ConstantBufferType.PixelShader); renderService.RegisterConstantBuffer(Constants.ConstantBufferNames.DIRECTIONAL_LIGHT_CB, DirectionalLightBuffer, ConstantBufferType.PixelShader); renderService.RegisterConstantBuffer(Constants.ConstantBufferNames.PER_OBJECT_CB, perObjectBuffer, ConstantBufferType.VertexShader); renderForm.Show(); }
protected async Task Select(Guid key) { Light = await LightService.GetOneAsync(key); StateHasChanged(); }