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(); } } }