using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices.WindowsRuntime;
using Windows.ApplicationModel;
using Windows.ApplicationModel.Activation;
using Windows.Foundation;
using Windows.Foundation.Collections;
using Windows.UI.ViewManagement;
using Windows.UI.Xaml;
using Windows.UI.Xaml.Controls;
using Windows.UI.Xaml.Controls.Primitives;
using Windows.UI.Xaml.Data;
using Windows.UI.Xaml.Input;
using Windows.UI.Xaml.Media;
using Windows.UI.Xaml.Navigation;
// The Blank Application template is documented at http://go.microsoft.com/fwlink/?LinkId=402347&clcid=0x409
namespace GameStateManagementSample
{
///
/// Provides application-specific behavior to supplement the default Application class.
///
sealed partial class App : Application
{
static string deviceFamily;
///
/// Initializes the singleton application object. This is the first line of authored code
/// executed, and as such is the logical equivalent of main() or WinMain().
///
public App()
{
this.InitializeComponent();
this.Suspending += OnSuspending;
//API check to ensure the "RequiresPointerMode" property exists, ensuring project is running on build 14393 or later
if (Windows.Foundation.Metadata.ApiInformation.IsPropertyPresent("Windows.UI.Xaml.Application", "RequiresPointerMode"))
{
//If running on the Xbox, disable the default on screen pointer
if (IsXbox())
{
Application.Current.RequiresPointerMode = ApplicationRequiresPointerMode.WhenRequested;
}
}
}
///
/// Detection code in Windows 10 to identify the platform it is being run on
/// This function returns true if the project is running on an XboxOne
///
public static bool IsXbox()
{
if (deviceFamily == null)
deviceFamily = Windows.System.Profile.AnalyticsInfo.VersionInfo.DeviceFamily;
return deviceFamily == "Windows.Xbox";
}
///
/// Invoked when the application is launched normally by the end user. Other entry points
/// will be used such as when the application is launched to open a specific file.
///
/// Details about the launch request and process.
protected override void OnLaunched(LaunchActivatedEventArgs e)
{
// By default we want to fill the entire core window.
ApplicationView.GetForCurrentView().SetDesiredBoundsMode(ApplicationViewBoundsMode.UseCoreWindow);
#if DEBUG
if (System.Diagnostics.Debugger.IsAttached)
{
this.DebugSettings.EnableFrameRateCounter = true;
}
#endif
Frame rootFrame = Window.Current.Content as Frame;
// Do not repeat app initialization when the Window already has content,
// just ensure that the window is active
if (rootFrame == null)
{
// Create a Frame to act as the navigation context and navigate to the first page
rootFrame = new Frame();
rootFrame.NavigationFailed += OnNavigationFailed;
if (e.PreviousExecutionState == ApplicationExecutionState.Terminated)
{
//TODO: Load state from previously suspended application
}
// Place the frame in the current Window
Window.Current.Content = rootFrame;
}
if (rootFrame.Content == null)
{
// When the navigation stack isn't restored navigate to the first page,
// configuring the new page by passing required information as a navigation
// parameter
rootFrame.Navigate(typeof(GamePage), e.Arguments);
}
// Ensure the current window is active
Window.Current.Activate();
}
///
/// Invoked when Navigation to a certain page fails
///
/// The Frame which failed navigation
/// Details about the navigation failure
void OnNavigationFailed(object sender, NavigationFailedEventArgs e)
{
throw new Exception("Failed to load Page " + e.SourcePageType.FullName);
}
///
/// Invoked when application execution is being suspended. Application state is saved
/// without knowing whether the application will be terminated or resumed with the contents
/// of memory still intact.
///
/// The source of the suspend request.
/// Details about the suspend request.
private void OnSuspending(object sender, SuspendingEventArgs e)
{
var deferral = e.SuspendingOperation.GetDeferral();
//TODO: Save application state and stop any background activity
deferral.Complete();
}
}
}