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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.Media;
- using Microsoft.Xna.Framework.Storage;
- namespace MonoGame.Samples.VideoPlayer
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- public class Game1 : Microsoft.Xna.Framework.Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
-
- SpriteFont font;
-
- Video video;
- Microsoft.Xna.Framework.Media.VideoPlayer videoPlayer;
- bool playVideo = false;
-
- public Game1 ()
- {
- graphics = new GraphicsDeviceManager (this);
-
- Content.RootDirectory = "Content";
-
- graphics.PreferMultiSampling = true;
- graphics.IsFullScreen = true;
- graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;
- }
-
- /// <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
- 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");
-
- video = Content.Load<Video> ("sintel_trailer");
- videoPlayer = new Microsoft.Xna.Framework.Media.VideoPlayer();
- playVideo = true;
- }
- /// <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();
- }
- // TODO: Add your update logic here
- if (playVideo)
- {
- if (videoPlayer.State == MediaState.Stopped)
- {
- videoPlayer.Play(video);
- playVideo = false;
- }
- }
- 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 (Color.CornflowerBlue);
-
- // Won't be visible until we hide the movie
- spriteBatch.Begin();
- spriteBatch.DrawString(font, "Video has ended, let the Game BEGIN!!", new Vector2 (50, 40), Color.Red);
- spriteBatch.End();
- }
- }
- }
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