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LayoutSample.cs
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#region File Information
//-----------------------------------------------------------------------------
// LayoutSample.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
#endregion
namespace LayoutSample
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class LayoutSample : Microsoft.Xna.Framework.Game
{
#region Fields
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D directions;
SpriteFont font;
// Is the orientation locked?
bool orientationLocked = false;
// Do we allow dynamically locking/unlocking the orientation?
bool enableOrientationLocking = false;
#endregion
#region Initialization
public LayoutSample()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
// Frame rate is 30 fps by default for Windows Phone.
TargetElapsedTime = TimeSpan.FromTicks(333333);
// DISCLAMER:
// Four different scenarios for initializing orientation support are presented below.
// The first two scenarios are the most common and are recommended for use in most
// cases; the third scenario is a special case to show the hardware scalar work
// result; the fourth scenario is for special cases where games want to dynamically
// support both the landscape and portrait orientations
// Scenario #1 (default):
// SupportedOrientations not changed, so the game will support Landscape orientation only
// Scenario #2:
// SupportedOrientations changed to support the Portrait mode only
// (Uncomment the following two lines)
// graphics.PreferredBackBufferWidth = 480;
// graphics.PreferredBackBufferHeight = 800;
// Scenario #3:
// SupportedOrientations not changed (default), thus game will support the Landscape
// orientations only, but resolution set to half. This makes the hardware scalar work and
// automatically scales the presentation to the device's physical resolution
// (Uncomment the following two lines):
// graphics.PreferredBackBufferWidth = 400;
// graphics.PreferredBackBufferHeight = 240;
// Scenario #4:
// Game supports all possible orientations and enablyes dynamically locking/unlocking the
// orientation.
// (Uncomment the following lines):
// graphics.SupportedOrientations = DisplayOrientation.Portrait |
// DisplayOrientation.LandscapeLeft |
// DisplayOrientation.LandscapeRight;
// enableOrientationLocking = true;
// Switch to full screen mode
graphics.IsFullScreen = true;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// For scenario #4, we handle locking/unlocking the orientation by detecting the tap gesture.
TouchPanel.EnabledGestures = GestureType.Tap;
base.Initialize();
}
#endregion
#region Load and Unload
/// <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);
directions = Content.Load<Texture2D>("directions");
font = Content.Load<SpriteFont>("Font");
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// Nothing to unload in this sample
}
#endregion
#region Update and Render
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// If we enable locking/unlocking the orientation...
if (enableOrientationLocking)
{
// Read the gestures from the touch panel
while (TouchPanel.IsGestureAvailable)
{
GestureSample gesture = TouchPanel.ReadGesture();
// If the user tapped on the screen...
if (gesture.GestureType == GestureType.Tap)
{
// Toggle the orientation locked state
orientationLocked = !orientationLocked;
if (orientationLocked)
{
// If we're locking the orientation, we want to store the current
// orientation as well as the current viewport size. we have to
// store the viewport size because when we call ApplyChanges(),
// our back buffer may change and we want to make sure that it
// remains at the current size, rather than any previously set
// preferred size.
graphics.SupportedOrientations = Window.CurrentOrientation;
graphics.PreferredBackBufferWidth = GraphicsDevice.Viewport.Width;
graphics.PreferredBackBufferHeight = GraphicsDevice.Viewport.Height;
}
else
{
// If we're unlocking the orientation, we simply set our
// supported orientations back to all orientations
graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft |
DisplayOrientation.LandscapeRight |
DisplayOrientation.Portrait;
}
// ApplyChanges needs to be called if SupportedOrientations was changed
graphics.ApplyChanges();
}
}
}
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
// Draw the directions texture centered on the screen
Vector2 position = new Vector2(
GraphicsDevice.Viewport.Width / 2 - directions.Width / 2,
GraphicsDevice.Viewport.Height / 2 - directions.Height / 2);
spriteBatch.Draw(directions, position, Color.White);
// If we allow locking/unlocking of the orientation, draw the instructions to
// the screen.
if (enableOrientationLocking)
{
// Create a string of our current state
string currentState = orientationLocked
? "Orientation: Locked"
: "Orientation: Unlocked";
// Create a string for the instructions
string instructions = orientationLocked
? "Tap to unlock orientation."
: "Tap to lock orientation.";
// Draw the text to the screen
spriteBatch.DrawString(font, currentState, new Vector2(10, 10), Color.White);
spriteBatch.DrawString(font, instructions, new Vector2(10, 25), Color.White);
}
spriteBatch.End();
base.Draw(gameTime);
}
#endregion
}
}