| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178 |
- 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();
- }
- }
- }
|