using System;
using System.Collections.Generic;
#if ANDROID
using Android.App;
#endif
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.GamerServices;
namespace Microsoft.Xna.Samples.Draw2D
{
///
/// This is the main type for your game
///
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D texture;
SpriteFont font;
float size, rotation;
float clippingSize = 0.0f;
Color alphaColor = Color.White;
FPSCounterComponent fps;
public Game1 ()
{
graphics = new GraphicsDeviceManager (this);
Content.RootDirectory = "Content";
graphics.PreferMultiSampling = true;
#if ANDROID || IPHONE || PSS
graphics.IsFullScreen = true;
#else
graphics.IsFullScreen = false;
#endif
graphics.PreferredBackBufferHeight = 480;
graphics.PreferredBackBufferWidth = 320;
graphics.SupportedOrientations = DisplayOrientation.Portrait | DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight | DisplayOrientation.PortraitDown;
}
///
/// 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.
///
protected override void Initialize ()
{
// TODO: Add your initialization logic here
base.Initialize ();
}
///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
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
texture = Content.Load ("monogameicon48x48");
font = Content.Load ("Font");
fps = new FPSCounterComponent (this,spriteBatch,font);
Components.Add(fps);
}
///
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
///
/// Provides a snapshot of timing values.
protected override void Update (GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
{
Exit();
}
// TODO: Add your update logic here
size += 0.5f;
if (size > 150) {
size = 0;
}
rotation += 0.1f;
if (rotation > MathHelper.TwoPi) {
rotation = 0.0f;
}
clippingSize += 0.5f;
if (clippingSize > graphics.GraphicsDevice.Viewport.Width) {
clippingSize = 0.0f;
}
alphaColor.A ++;
base.Update (gameTime);
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw (GameTime gameTime)
{
graphics.GraphicsDevice.Clear (Color.CornflowerBlue);
// Draw without blend
spriteBatch.Begin (SpriteSortMode.Deferred, BlendState.Opaque);
spriteBatch.Draw (texture, new Vector2 (250,20), Color.White);
spriteBatch.End ();
// Draw with additive blend
spriteBatch.Begin (SpriteSortMode.Deferred, BlendState.Additive);
spriteBatch.Draw (texture, new Vector2 (250,110), Color.White);
spriteBatch.Draw (texture, new Vector2 (260,120), Color.White);
spriteBatch.End ();
spriteBatch.Begin ();
// Normal draw
// TODO spriteBatch.Draw (ball, new Vector2 (200,300), Color.White);
// TODO spriteBatch.Draw (ball, new Vector2 (200,300), null, Color.Yellow, 0.0f, new Vector2 (5,5), 1.0f, SpriteEffects.None, 0);
// Normal draw
spriteBatch.Draw (texture, new Vector2 (10,390), Color.White);
// Draw stretching
spriteBatch.Draw (texture, new Rectangle (0,0,(int)size,(int)size), Color.White);
// Draw with Filter Color
spriteBatch.Draw (texture, new Vector2 (120,120), Color.Red);
// Draw rotated
spriteBatch.Draw (texture, new Rectangle (100,300,texture.Width,texture.Height), null, Color.White, rotation, new Vector2 (texture.Width / 2,texture.Height / 2), SpriteEffects.None, 0);
// Draw texture section
spriteBatch.Draw (texture, new Vector2 (200,200), new Rectangle (20,20,40,40), Color.White);
// Draw texture section and scale
spriteBatch.Draw (texture, new Rectangle (10,120,(int)size,(int)size), new Rectangle (20,20,40,40), Color.White);
// Alpha blending
spriteBatch.Draw (texture, new Vector2 (140,0), alphaColor);
// Flip horizontaly
spriteBatch.Draw (texture, new Rectangle (80,390,texture.Width,texture.Height), null, Color.White, 0.0f, Vector2.Zero, SpriteEffects.FlipHorizontally, 0);
// Flip verticaly
spriteBatch.Draw (texture, new Rectangle (150,390,texture.Width,texture.Height), null, Color.White, 0.0f, Vector2.Zero, SpriteEffects.FlipVertically, 0);
// Flip horizontaly and verticaly
spriteBatch.Draw (texture, new Rectangle (220,390,texture.Width,texture.Height), null, Color.White, 0.0f, Vector2.Zero, SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically, 0);
// Scale
spriteBatch.Draw (texture, new Vector2 (290,390), null, Color.White, 0.0f, Vector2.Zero, new Vector2(0.5f, 1.6f), SpriteEffects.None,0.0f);
base.Draw (gameTime);
spriteBatch.End ();
// Now let's try some scissoring
//Disabled as this scissoring code is /wrong/
/*spriteBatch.Begin ();
spriteBatch.GraphicsDevice.ScissorRectangle = new Rectangle (50, 40, (int)clippingSize, (int)clippingSize);
spriteBatch.GraphicsDevice.RasterizerState.ScissorTestEnable = true;
spriteBatch.Draw (texture, new Rectangle (50, 40, 320, 40), Color.White);
spriteBatch.DrawString (font, "Scissor Clipping Test", new Vector2 (50, 40), Color.Red);
spriteBatch.End ();
spriteBatch.GraphicsDevice.RasterizerState.ScissorTestEnable = false;*/
}
}
}