/// <summary> /// Constructs a ButtonPad that handles the emulated hardware's /// button interrupts. /// </summary> /// <param name="sink"></param> /// <param name="button"></param> /// <param name="pin"></param> public ButtonPad(GPIOButtonInputProvider sink, Button button, Cpu.Pin pin) { this.sink = sink; this.button = button; #if !MF_FRAMEWORK_VERSION_V3_0 this.buttonDevice = InputManager.CurrentInputManager.ButtonDevice; #endif if (pin != Cpu.Pin.GPIO_NONE) { // When this GPIO pin is true, call the Interrupt method. port = new InterruptPort(pin, true, Port.ResistorMode.PullUp, Port.InterruptMode.InterruptEdgeBoth); port.OnInterrupt += new NativeEventHandler(this.Interrupt); } }
/// <summary> /// Execution entry point. /// </summary> public static void Main() { myApplication = new MyTouchCalibration(); // Touch notifications are not turned on by default. You need to // explicitly inform the Touch engine that you want touch events to // be pumped to your direction, and you want to work with the rest // of the architecture. Microsoft.SPOT.Touch.Touch.Initialize(myApplication); Window mainWindow = myApplication.CreateWindow(); // Create the object that configures the GPIO pins to buttons. GPIOButtonInputProvider inputProvider = new GPIOButtonInputProvider(null); // Start the application. myApplication.Run(mainWindow); }