|
@@ -0,0 +1,178 @@
|
|
|
|
+using System;
|
|
|
|
+using System.Collections.Generic;
|
|
|
|
+
|
|
|
|
+using Microsoft.Xna.Framework;
|
|
|
|
+using Microsoft.Xna.Framework.Content;
|
|
|
|
+using Microsoft.Xna.Framework.Graphics;
|
|
|
|
+using Microsoft.Xna.Framework.Input;
|
|
|
|
+using Microsoft.Xna.Framework.Input.Touch;
|
|
|
|
+
|
|
|
|
+namespace MonoGame.Samples.Input
|
|
|
|
+{
|
|
|
|
+ public class Game1 : Game
|
|
|
|
+ {
|
|
|
|
+ GraphicsDeviceManager graphics;
|
|
|
|
+ SpriteBatch spriteBatch;
|
|
|
|
+
|
|
|
|
+ SpriteFont font;
|
|
|
|
+ Color clearColor = Color.CornflowerBlue;
|
|
|
|
+
|
|
|
|
+ KeyboardState currentKeyboardState;
|
|
|
|
+ GamePadState currentGamePadState;
|
|
|
|
+ TouchCollection currentTouchState;
|
|
|
|
+ MouseState currentMouseState;
|
|
|
|
+ MouseState previousMouseState;
|
|
|
|
+
|
|
|
|
+ TimeSpan lastClickTime;
|
|
|
|
+
|
|
|
|
+ public Game1()
|
|
|
|
+ {
|
|
|
|
+ graphics = new GraphicsDeviceManager(this);
|
|
|
|
+
|
|
|
|
+ Content.RootDirectory = "Content";
|
|
|
|
+
|
|
|
|
+ graphics.PreferMultiSampling = true;
|
|
|
|
+
|
|
|
|
+ // Only use fullscreen on mobile platforms
|
|
|
|
+#if MOBILE
|
|
|
|
+ graphics.IsFullScreen = true;
|
|
|
|
+#endif
|
|
|
|
+ graphics.PreferredBackBufferHeight = 640;
|
|
|
|
+
|
|
|
|
+ graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight
|
|
|
|
+ | DisplayOrientation.Portrait;
|
|
|
|
+
|
|
|
|
+ IsMouseVisible = 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()
|
|
|
|
+ {
|
|
|
|
+ // TODO: Add your initialization logic here
|
|
|
|
+ TouchPanel.EnabledGestures = GestureType.Tap | GestureType.DoubleTap;
|
|
|
|
+
|
|
|
|
+ base.Initialize();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /// <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);
|
|
|
|
+
|
|
|
|
+ // TODO: use this.Content to load your game content here
|
|
|
|
+ font = Content.Load<SpriteFont>("spriteFont1");
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /// <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)
|
|
|
|
+ {
|
|
|
|
+ currentGamePadState = GamePad.GetState(PlayerIndex.One);
|
|
|
|
+ currentKeyboardState = Keyboard.GetState();
|
|
|
|
+ currentMouseState = Mouse.GetState();
|
|
|
|
+ currentTouchState = TouchPanel.GetState();
|
|
|
|
+
|
|
|
|
+ // Handle ESC key to exit (for desktop platforms)
|
|
|
|
+ if (currentKeyboardState.IsKeyDown(Keys.Escape) ||
|
|
|
|
+ // Handle gamepad back button (for mobile/console platforms)
|
|
|
|
+ currentGamePadState.Buttons.Back == ButtonState.Pressed)
|
|
|
|
+ {
|
|
|
|
+ Exit();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Replicate TouchPanel tap/double-tap with mouse for non-touch platforms
|
|
|
|
+ // Detect left mouse button click (tap)
|
|
|
|
+ if (currentMouseState.LeftButton == ButtonState.Pressed && previousMouseState.LeftButton == ButtonState.Released)
|
|
|
|
+ {
|
|
|
|
+ clearColor = clearColor == Color.MonoGameOrange ? Color.Black : Color.MonoGameOrange;
|
|
|
|
+ }
|
|
|
|
+ // Detect double-click (double-tap)
|
|
|
|
+ if (currentMouseState.LeftButton == ButtonState.Pressed && previousMouseState.LeftButton == ButtonState.Released)
|
|
|
|
+ {
|
|
|
|
+ // Simple double-click detection: check if click happened within 300ms
|
|
|
|
+ if ((gameTime.TotalGameTime - lastClickTime).TotalMilliseconds < 300)
|
|
|
|
+ {
|
|
|
|
+ clearColor = clearColor == Color.MonoGameOrange ? Color.Red : Color.MonoGameOrange;
|
|
|
|
+ }
|
|
|
|
+ lastClickTime = gameTime.TotalGameTime;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ while (TouchPanel.IsGestureAvailable)
|
|
|
|
+ {
|
|
|
|
+ var gesture = TouchPanel.ReadGesture();
|
|
|
|
+ switch (gesture.GestureType)
|
|
|
|
+ {
|
|
|
|
+ case GestureType.DoubleTap:
|
|
|
|
+ clearColor = clearColor == Color.MonoGameOrange ? Color.Red : Color.MonoGameOrange;
|
|
|
|
+ break;
|
|
|
|
+ case GestureType.Tap:
|
|
|
|
+ clearColor = clearColor == Color.MonoGameOrange ? Color.Black : Color.MonoGameOrange;
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ previousMouseState = currentMouseState;
|
|
|
|
+ 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)
|
|
|
|
+ {
|
|
|
|
+ graphics.GraphicsDevice.Clear(clearColor);
|
|
|
|
+
|
|
|
|
+ // Won't be visible until we hide the movie
|
|
|
|
+ spriteBatch.Begin();
|
|
|
|
+
|
|
|
|
+ Vector2 center = new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2);
|
|
|
|
+ Vector2 s1 = font.MeasureString("Touch the Screen");
|
|
|
|
+ center.X -= (s1.X / 2);
|
|
|
|
+ spriteBatch.DrawString(font, "Touch the Screen", center, Color.Red);
|
|
|
|
+ center.Y += 20;
|
|
|
|
+ spriteBatch.DrawString(font, GraphicsDevice.Viewport.Width.ToString() + " x " + GraphicsDevice.Viewport.Height.ToString(), center, Color.Red);
|
|
|
|
+ center.Y += 20;
|
|
|
|
+ spriteBatch.DrawString(font, GraphicsDevice.PresentationParameters.DisplayOrientation.ToString(), center, Color.Red);
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ spriteBatch.DrawString(font, "0,0", new Vector2(0, 0), Color.Red);
|
|
|
|
+ string s = GraphicsDevice.Viewport.Width.ToString() + ",0";
|
|
|
|
+ Vector2 v = font.MeasureString(s);
|
|
|
|
+ spriteBatch.DrawString(font, s, new Vector2(GraphicsDevice.Viewport.Width - v.X, 0), Color.Red);
|
|
|
|
+ s = "0," + GraphicsDevice.Viewport.Height.ToString();
|
|
|
|
+ v = font.MeasureString(s);
|
|
|
|
+ spriteBatch.DrawString(font, s, new Vector2(0, GraphicsDevice.Viewport.Height - v.Y), Color.Red);
|
|
|
|
+ string wandh = GraphicsDevice.Viewport.Width.ToString() + ", " + GraphicsDevice.Viewport.Height.ToString();
|
|
|
|
+ Vector2 wh = font.MeasureString(wandh);
|
|
|
|
+ spriteBatch.DrawString(font, wandh, new Vector2(GraphicsDevice.Viewport.Width - wh.X, GraphicsDevice.Viewport.Height - wh.Y), Color.Red);
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ if (currentTouchState.Count > 0)
|
|
|
|
+ {
|
|
|
|
+ for (int i = 0; i < currentTouchState.Count; i++)
|
|
|
|
+ {
|
|
|
|
+ center.Y += s1.Y;
|
|
|
|
+ Vector2 p = currentTouchState[i].Position;
|
|
|
|
+ spriteBatch.DrawString(font, "+", p, Color.Red);
|
|
|
|
+ spriteBatch.DrawString(font, p.ToString(), center, Color.Red);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ spriteBatch.End();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|