private void InvokeStateUpdateFunctions()

in Assets/MixedRealityToolkit.SDK/Features/Input/Handlers/ManipulationHandler.cs [305:360]


        private void InvokeStateUpdateFunctions(State oldState, State newState)
        {
            if (newState != oldState)
            {
                switch (newState)
                {
                    case State.Moving:
                        HandleOneHandMoveStarted();
                        break;
                    case State.Start:
                        HandleManipulationEnded();
                        break;
                    case State.RotatingScaling:
                    case State.MovingRotating:
                    case State.MovingRotatingScaling:
                    case State.Scaling:
                    case State.Rotating:
                    case State.MovingScaling:
                        HandleTwoHandManipulationStarted(newState);
                        break;
                }
                switch (oldState)
                {
                    case State.Start:
                        HandleManipulationStarted();
                        break;
                    case State.Scaling:
                    case State.Rotating:
                    case State.RotatingScaling:
                    case State.MovingRotating:
                    case State.MovingRotatingScaling:
                    case State.MovingScaling:
                        HandleTwoHandManipulationEnded();
                        break;
                }
            }
            else
            {
                switch (newState)
                {
                    case State.Moving:
                        HandleOneHandMoveUpdated();
                        break;
                    case State.Scaling:
                    case State.Rotating:
                    case State.RotatingScaling:
                    case State.MovingRotating:
                    case State.MovingRotatingScaling:
                    case State.MovingScaling:
                        HandleTwoHandManipulationUpdated();
                        break;
                    default:
                        break;
                }
            }
        }