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- 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.Input.Touch;
- using Microsoft.Xna.Framework.Media;
- using Microsoft.Xna.Framework.Storage;
- namespace MonoGame.Samples.Input
- {
- public class Game1 : Microsoft.Xna.Framework.Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
-
- SpriteFont font;
- Color clearColor = Color.CornflowerBlue;
-
- KeyboardState currentKeyboardState;
- GamePadState currentGamePadState;
- TouchCollection currentTouchState;
-
- public Game1 ()
- {
- graphics = new GraphicsDeviceManager (this);
-
- Content.RootDirectory = "Content";
-
- graphics.PreferMultiSampling = true;
- graphics.IsFullScreen = true;
- graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight
- | DisplayOrientation.Portrait
- ;
- }
-
- /// <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)
- {
- if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
- {
- Exit();
- }
-
- currentKeyboardState = Keyboard.GetState ();
- currentGamePadState = GamePad.GetState (PlayerIndex.One);
- currentTouchState = TouchPanel.GetState();
- while (TouchPanel.IsGestureAvailable)
- {
- var gesture = TouchPanel.ReadGesture();
- switch (gesture.GestureType) {
- case GestureType.DoubleTap:
- clearColor = clearColor == Color.CornflowerBlue ? Color.Red : Color.CornflowerBlue;
- break;
- case GestureType.Tap:
- clearColor = clearColor == Color.CornflowerBlue ? Color.Black : Color.CornflowerBlue;
- break;
- }
- }
- 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();
- }
- }
- }
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