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@@ -1,107 +1,107 @@
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-using System;
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-using System.Collections.Generic;
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-
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-#if ANDROID
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-using Android.App;
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-#endif
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-
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-using Microsoft.Xna.Framework;
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-using Microsoft.Xna.Framework.Content;
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-using Microsoft.Xna.Framework.Graphics;
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-using Microsoft.Xna.Framework.Input;
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-using Microsoft.Xna.Framework.Media;
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-using Microsoft.Xna.Framework.Storage;
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-
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-namespace MonoGame.Samples.VideoPlayer
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-{
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- /// <summary>
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- /// This is the main type for your game
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- /// </summary>
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- public class Game1 : Microsoft.Xna.Framework.Game
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- {
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- GraphicsDeviceManager graphics;
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- SpriteBatch spriteBatch;
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-
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- SpriteFont font;
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-
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- Video video;
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- Microsoft.Xna.Framework.Media.VideoPlayer videoPlayer;
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- bool playVideo = false;
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-
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- public Game1 ()
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- {
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- graphics = new GraphicsDeviceManager (this);
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-
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- Content.RootDirectory = "Content";
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-
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- graphics.PreferMultiSampling = true;
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- graphics.IsFullScreen = true;
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-
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- graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;
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- }
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-
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- /// <summary>
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- /// Allows the game to perform any initialization it needs to before starting to run.
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- /// This is where it can query for any required services and load any non-graphic
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- /// related content. Calling base.Initialize will enumerate through any components
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- /// and initialize them as well.
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- /// </summary>
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- protected override void Initialize ()
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- {
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- // TODO: Add your initialization logic here
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-
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- base.Initialize ();
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- }
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-
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- /// <summary>
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- /// LoadContent will be called once per game and is the place to load
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- /// all of your content.
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- /// </summary>
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- protected override void LoadContent ()
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- {
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- // Create a new SpriteBatch, which can be used to draw textures.
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- spriteBatch = new SpriteBatch (GraphicsDevice);
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-
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- // TODO: use this.Content to load your game content here
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- font = Content.Load<SpriteFont> ("spriteFont1");
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-
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- video = Content.Load<Video> ("sintel_trailer");
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- videoPlayer = new Microsoft.Xna.Framework.Media.VideoPlayer(this);
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- playVideo = true;
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- }
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-
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- /// <summary>
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- /// Allows the game to run logic such as updating the world,
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- /// checking for collisions, gathering input, and playing audio.
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- /// </summary>
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- /// <param name="gameTime">Provides a snapshot of timing values.</param>
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- protected override void Update (GameTime gameTime)
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- {
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- // TODO: Add your update logic here
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- if (playVideo)
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- {
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- if (videoPlayer.State == MediaState.Stopped)
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- {
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- videoPlayer.Play(video);
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- playVideo = false;
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- }
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- }
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-
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- base.Update (gameTime);
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- }
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-
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- /// <summary>
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- /// This is called when the game should draw itself.
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- /// </summary>
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- /// <param name="gameTime">Provides a snapshot of timing values.</param>
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- protected override void Draw (GameTime gameTime)
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- {
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- graphics.GraphicsDevice.Clear (Color.CornflowerBlue);
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-
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- // Won't be visible until we hide the movie
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- spriteBatch.Begin();
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- spriteBatch.DrawString(font, "Video has ended, let the Game BEGIN!!", new Vector2 (50, 40), Color.Red);
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- spriteBatch.End();
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- }
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- }
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-}
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+using System;
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+using System.Collections.Generic;
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+
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+#if ANDROID
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+using Android.App;
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+#endif
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+
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+using Microsoft.Xna.Framework;
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+using Microsoft.Xna.Framework.Content;
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+using Microsoft.Xna.Framework.Graphics;
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+using Microsoft.Xna.Framework.Input;
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+using Microsoft.Xna.Framework.Media;
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+using Microsoft.Xna.Framework.Storage;
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+
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+namespace MonoGame.Samples.VideoPlayer
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+{
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+ /// <summary>
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+ /// This is the main type for your game
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+ /// </summary>
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+ public class Game1 : Microsoft.Xna.Framework.Game
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+ {
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+ GraphicsDeviceManager graphics;
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+ SpriteBatch spriteBatch;
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+
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+ SpriteFont font;
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+
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+ Video video;
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+ Microsoft.Xna.Framework.Media.VideoPlayer videoPlayer;
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+ bool playVideo = false;
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+
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+ public Game1 ()
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+ {
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+ graphics = new GraphicsDeviceManager (this);
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+
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+ Content.RootDirectory = "Content";
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+
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+ graphics.PreferMultiSampling = true;
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+ graphics.IsFullScreen = true;
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+
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+ graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;
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+ }
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+
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+ /// <summary>
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+ /// Allows the game to perform any initialization it needs to before starting to run.
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+ /// This is where it can query for any required services and load any non-graphic
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+ /// related content. Calling base.Initialize will enumerate through any components
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+ /// and initialize them as well.
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+ /// </summary>
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+ protected override void Initialize ()
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+ {
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+ // TODO: Add your initialization logic here
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+
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+ base.Initialize ();
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+ }
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+
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+ /// <summary>
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+ /// LoadContent will be called once per game and is the place to load
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+ /// all of your content.
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+ /// </summary>
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+ protected override void LoadContent ()
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+ {
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+ // Create a new SpriteBatch, which can be used to draw textures.
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+ spriteBatch = new SpriteBatch (GraphicsDevice);
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+
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+ // TODO: use this.Content to load your game content here
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+ font = Content.Load<SpriteFont> ("spriteFont1");
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+
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+ video = Content.Load<Video> ("sintel_trailer");
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+ videoPlayer = new Microsoft.Xna.Framework.Media.VideoPlayer(this);
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+ playVideo = true;
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+ }
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+
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+ /// <summary>
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+ /// Allows the game to run logic such as updating the world,
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+ /// checking for collisions, gathering input, and playing audio.
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+ /// </summary>
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+ /// <param name="gameTime">Provides a snapshot of timing values.</param>
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+ protected override void Update (GameTime gameTime)
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+ {
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+ // TODO: Add your update logic here
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+ if (playVideo)
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+ {
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+ if (videoPlayer.State == MediaState.Stopped)
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+ {
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+ videoPlayer.Play(video);
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+ playVideo = false;
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+ }
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+ }
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+
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+ base.Update (gameTime);
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+ }
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+
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+ /// <summary>
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+ /// This is called when the game should draw itself.
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+ /// </summary>
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+ /// <param name="gameTime">Provides a snapshot of timing values.</param>
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+ protected override void Draw (GameTime gameTime)
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+ {
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+ graphics.GraphicsDevice.Clear (Color.CornflowerBlue);
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+
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+ // Won't be visible until we hide the movie
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+ spriteBatch.Begin();
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+ spriteBatch.DrawString(font, "Video has ended, let the Game BEGIN!!", new Vector2 (50, 40), Color.Red);
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+ spriteBatch.End();
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+ }
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+ }
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+}
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