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@@ -0,0 +1,132 @@
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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.Input.Touch;
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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.Input
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+{
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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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+ KeyboardState currentKeyboardState;
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+ GamePadState currentGamePadState;
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+ TouchCollection currentTouchState;
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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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+ //| DisplayOrientation.Portrait
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+ ;
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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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+ }
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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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+ currentKeyboardState = Keyboard.GetState ();
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+ currentGamePadState = GamePad.GetState (PlayerIndex.One);
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+ currentTouchState = TouchPanel.GetState();
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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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+
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+ Vector2 center = new Vector2(GraphicsDevice.Viewport.Width /2, GraphicsDevice.Viewport.Height /2);
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+ Vector2 s1 = font.MeasureString("Touch the Screen");
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+ center.X -= (s1.X /2);
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+ spriteBatch.DrawString(font, "Touch the Screen", center, Color.Red);
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+ center.Y += 20;
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+ spriteBatch.DrawString(font, GraphicsDevice.Viewport.Width.ToString() + " x " + GraphicsDevice.Viewport.Height.ToString(), center, Color.Red);
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+ center.Y += 20;
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+ spriteBatch.DrawString(font, GraphicsDevice.PresentationParameters.DisplayOrientation.ToString(), center, Color.Red);
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+
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+
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+ spriteBatch.DrawString(font, "0,0", new Vector2(0,0), Color.Red);
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+ string s = GraphicsDevice.Viewport.Width.ToString() + ",0";
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+ Vector2 v = font.MeasureString(s);
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+ spriteBatch.DrawString(font, s, new Vector2(GraphicsDevice.Viewport.Width-v.X, 0), Color.Red);
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+ s = "0,"+GraphicsDevice.Viewport.Height.ToString();
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+ v = font.MeasureString(s);
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+ spriteBatch.DrawString(font, s , new Vector2(0, GraphicsDevice.Viewport.Height-v.Y), Color.Red);
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+ string wandh = GraphicsDevice.Viewport.Width.ToString() + ", " + GraphicsDevice.Viewport.Height.ToString();
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+ Vector2 wh = font.MeasureString(wandh);
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+ spriteBatch.DrawString(font, wandh, new Vector2(GraphicsDevice.Viewport.Width-wh.X, GraphicsDevice.Viewport.Height-wh.Y), Color.Red);
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+
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+
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+ if (currentTouchState != null && currentTouchState.Count > 0)
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+ {
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+ for (int i = 0 ; i < currentTouchState.Count; i++)
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+ {
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+ center.Y += s1.Y;
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+ Vector2 p = currentTouchState[i].Position;
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+ spriteBatch.DrawString(font, "+", p, Color.Red);
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+ spriteBatch.DrawString(font, p.ToString(), center, Color.Red);
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+ }
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+ }
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+
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+ spriteBatch.End();
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+ }
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+ }
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+}
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+
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