private void Window_Loaded(object sender, RoutedEventArgs e) { EnableDebugWindow(); DebugPrint(MethodInfo.GetCurrentMethod().Name, "Head Track Demo - window loaded"); try { DebugPrint(MethodInfo.GetCurrentMethod().Name, "About to instantiate PLTLabsAPI object (version: " + PLTLabsAPI2.SDK_VERSION + ")"); sdkversionlabel.Content = "Rev " + PLTLabsAPI2.SDK_VERSION; m_pltlabsapi = new PLTLabsAPI2(this); ConnectToPlantronicsDevice(); SetupHeadRotation(); } catch (Exception exc) { DebugPrint(MethodInfo.GetCurrentMethod().Name, "xception on connect! \r\n" + exc.ToString()); MessageBox.Show("Exception on connect! " + exc.ToString(), "HeadTrackDiagnostics Error"); } appversionlabel.Content = Assembly.GetEntryAssembly().GetName().Version; }
private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e) { if (m_pltlabsapi != null) { if (m_pltConnection != null) // && m_registeredForHeadTracking) { if (m_pltConnection.isSubscribed(PLTService.MOTION_TRACKING_SVC)) { m_pltlabsapi.unsubscribe(PLTService.MOTION_TRACKING_SVC); } if (m_pltConnection.isSubscribed(PLTService.SENSOR_CAL_STATE_SVC)) { m_pltlabsapi.unsubscribe(PLTService.SENSOR_CAL_STATE_SVC); } // TODO, add the rest! } m_pltlabsapi.Shutdown(); m_pltlabsapi = null; } }
private void Window_Loaded(object sender, RoutedEventArgs e) { DebugPrint(MethodInfo.GetCurrentMethod().Name, "Head Track Demo - window loaded"); try { DebugPrint(MethodInfo.GetCurrentMethod().Name, "About to instantiate PLTLabsAPI object"); m_pltlabsapi = new PLTLabsAPI2(this); } catch (Exception exc) { ConnStatusLbl.Dispatcher.Invoke(new Action(delegate() { ConnStatusLbl.Content = "Exception on connect! " + exc.ToString(); DeviceLbl.Content = "-"; MessageBox.Show("Exception on connect! " + exc.ToString(), "HeadTrackDemo Error"); })); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here m_increasespeed = new Timer(); m_increasespeed.Interval = 10000; m_increasespeed.Elapsed += new ElapsedEventHandler(m_increasespeed_Elapsed); m_player1bat = new Bat(); m_ball = new Ball(); BatTexture = Content.Load <Texture2D>("bat"); BallTexture = Content.Load <Texture2D>("ball"); BrickTexture = Content.Load <Texture2D>("brick"); ReconfigureScreen(); font = Content.Load <SpriteFont>("SpriteFont1"); // Initialise Plantronics head tracking... m_pltlabsapi = new PLTLabsAPI2(this); }
internal PLTConnection(PLTLabsAPI2 aPLTLabsAPI, PLTDevice aDevice) { //m_spokes = aSpokesConnection; m_pltlabsapi = aPLTLabsAPI; m_device = aDevice; }