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#region License
/*
Microsoft Public License (Ms-PL)
XnaTouch - Copyright © 2009 The XnaTouch Team
All rights reserved.
This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
accept the license, do not use the software.
1. Definitions
The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
U.S. copyright law.
A "contribution" is the original software, or any additions or changes to the software.
A "contributor" is any person that distributes its contribution under this license.
"Licensed patents" are a contributor's patent claims that read directly on its contribution.
2. Grant of Rights
(A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
(B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
3. Conditions and Limitations
(A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
(B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
your patent license from such contributor to the software ends automatically.
(C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
notices that are present in the software.
(D) If you distribute any portion of the software in source code form, you may do so only under this license by including
a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
code form, you may only do so under a license that complies with this license.
(E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
purpose and non-infringement.
*/
#endregion License
#region Using Statements
using System;
using System.Drawing;
using System.Collections.Generic;
using System.ComponentModel;
using Android.Content;
using Android.Content.PM;
using Android.Content.Res;
using Android.Util;
using Android.Views;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using OpenTK.Platform.Android;
using OpenTK;
using OpenTK.Platform;
using OpenTK.Graphics;
//using OpenTK.Graphics.ES11;
//using OpenTK.Graphics.ES20;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
#endregion Using Statements
namespace Microsoft.Xna.Framework
{
public class AndroidGameWindow : AndroidGameView , Android.Views.View.IOnTouchListener
{
private Rectangle clientBounds;
private Game _game;
private DisplayOrientation _currentOrientation;
private GestureDetector gesture = null;
public AndroidGameWindow(Context context, Game game) : base(context)
{
_game = game;
Initialize();
}
private void Initialize()
{
this.Closed += new EventHandler<EventArgs>(GameWindow_Closed);
clientBounds = new Rectangle(0, 0, Context.Resources.DisplayMetrics.WidthPixels, Context.Resources.DisplayMetrics.HeightPixels);
gesture = new GestureDetector(new GestureListener((AndroidGameActivity)this.Context));
this.RequestFocus();
this.FocusableInTouchMode = true;
this.SetOnTouchListener(this);
}
public void ResetElapsedTime ()
{
}
void GameWindow_Closed(object sender,EventArgs e)
{
try
{
_game.Exit();
}
catch(NullReferenceException)
{
// just in case the game is null
}
}
public override bool OnKeyDown(Keycode keyCode, KeyEvent e)
{
Keyboard.KeyDown(keyCode);
// we need to handle the Back key here because it doesnt work any other way
if (keyCode == Keycode.Back) //_game.Exit();
GamePad.Instance.SetBack();
if (keyCode == Keycode.VolumeUp)
Sound.IncreaseMediaVolume();
if (keyCode == Keycode.VolumeDown)
Sound.DecreaseMediaVolume();
return true;
}
public override bool OnKeyUp(Keycode keyCode, KeyEvent e)
{
Keyboard.KeyUp(keyCode);
return true;
}
~AndroidGameWindow()
{
//
}
protected override void CreateFrameBuffer()
{
switch (AndroidCompatibility.ESVersion)
{
case AndroidCompatibility.ESVersions.v1_1:
StartES1_1();
break;
case AndroidCompatibility.ESVersions.v2_0:
StartES2_0();
break;
default:
throw new NotImplementedException();
}
_game.GraphicsDevice.Initialize(_game.Platform);
}
private void StartES2_0()
{
try
{
GLContextVersion = GLContextVersion.Gles2_0;
GraphicsDevice.OpenGLESVersion = GLContextVersion;
base.CreateFrameBuffer();
}
catch (Exception)
{
//device doesn't support OpenGLES 2.0; retry with 1.1:
StartES1_1();
}
}
private void StartES1_1()
{
GLContextVersion = GLContextVersion.Gles1_1;
GraphicsDevice.OpenGLESVersion = GLContextVersion;
base.CreateFrameBuffer();
}
#region AndroidGameView Methods
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
if (GraphicsContext == null || GraphicsContext.IsDisposed)
return;
//Should not happen at all..
if (!GraphicsContext.IsCurrent)
MakeCurrent();
if (_game != null ) //Only call draw if an update has occured
{
_game.Tick();
}
}
#endregion
internal void SetOrientation(DisplayOrientation currentorientation)
{
var deviceManager = (GraphicsDeviceManager)_game.Services.GetService(typeof(IGraphicsDeviceManager));
if (deviceManager == null)
return;
// Calculate supported orientations if it has been left as "default" and only default
DisplayOrientation supportedOrientations = (deviceManager as GraphicsDeviceManager).SupportedOrientations;
var allowedOrientation = DisplayOrientation.LandscapeLeft;
if ((supportedOrientations == DisplayOrientation.Default))
{
// if we have default only we only allow Landscape
allowedOrientation = allowedOrientation | DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;
}
if ((supportedOrientations == DisplayOrientation.LandscapeLeft))
{
// if we have default only we only allow Landscape
allowedOrientation = DisplayOrientation.LandscapeLeft;
}
if ((supportedOrientations & DisplayOrientation.LandscapeLeft) != 0)
{
// if we have default only we only allow Landscape
allowedOrientation = allowedOrientation | DisplayOrientation.LandscapeLeft;
}
if ((supportedOrientations == DisplayOrientation.LandscapeRight))
{
// if we have default only we only allow Landscape
allowedOrientation = DisplayOrientation.LandscapeRight;
}
if ((supportedOrientations & DisplayOrientation.LandscapeRight) != 0)
{
// if we have default only we only allow Landscape
allowedOrientation = allowedOrientation | DisplayOrientation.LandscapeRight;
}
if ((supportedOrientations == DisplayOrientation.Portrait))
{
// if we have Portrait only we only allow Landscape
allowedOrientation = DisplayOrientation.Portrait;
}
if ((supportedOrientations & DisplayOrientation.Portrait) != 0)
{
// if we have default only we only allow Landscape
allowedOrientation = allowedOrientation | DisplayOrientation.Portrait;
}
//What is this for? This does not allow the application to use landscapeleft.
//if (deviceManager.PreferredBackBufferSetByUser)
//{
// if (_game.GraphicsDevice.PresentationParameters.BackBufferHeight < _game.GraphicsDevice.PresentationParameters.BackBufferWidth)
// {
// allowedOrientation = DisplayOrientation.LandscapeLeft;
// }
// if (_game.GraphicsDevice.PresentationParameters.BackBufferHeight > _game.GraphicsDevice.PresentationParameters.BackBufferWidth)
// {
// allowedOrientation = DisplayOrientation.Portrait;
// }
//}
// ok we default to landscape left
var actualOrientation = DisplayOrientation.LandscapeLeft;
// now based on the orientation of the device we
// decide of we honour the device orientation or force our own
// so if we are in Portrait but we allow only LandScape we stay in landscape
if (allowedOrientation == DisplayOrientation.Portrait)
{
actualOrientation = DisplayOrientation.Portrait;
}
else
if (allowedOrientation == DisplayOrientation.LandscapeLeft)
{
actualOrientation = DisplayOrientation.LandscapeLeft;
}
else
if (allowedOrientation == DisplayOrientation.LandscapeRight)
{
actualOrientation = DisplayOrientation.LandscapeRight;
}
else
if (_game.GraphicsDevice != null && _game.GraphicsDevice.PresentationParameters.BackBufferHeight < _game.GraphicsDevice.PresentationParameters.BackBufferWidth && deviceManager.PreferredBackBufferSetByUser)
{
actualOrientation = DisplayOrientation.LandscapeLeft;
}
else
if (_game.GraphicsDevice != null && _game.GraphicsDevice.PresentationParameters.BackBufferHeight > _game.GraphicsDevice.PresentationParameters.BackBufferWidth && deviceManager.PreferredBackBufferSetByUser)
{
actualOrientation = DisplayOrientation.Portrait;
}
switch (currentorientation) {
case DisplayOrientation.Portrait:
if ((allowedOrientation & DisplayOrientation.Portrait) != 0) {
actualOrientation = DisplayOrientation.Portrait;
}
break;
case DisplayOrientation.LandscapeRight:
if ((allowedOrientation & DisplayOrientation.LandscapeRight) != 0) {
actualOrientation = DisplayOrientation.LandscapeRight;
}
break;
case DisplayOrientation.LandscapeLeft:
default:
if ((allowedOrientation & DisplayOrientation.LandscapeLeft) != 0) {
actualOrientation = DisplayOrientation.LandscapeLeft;
}
break;
}
CurrentOrientation = actualOrientation;
_game.GraphicsDevice.PresentationParameters.DisplayOrientation = actualOrientation;
TouchPanel.DisplayOrientation = actualOrientation;
}
private Dictionary<IntPtr, TouchLocation> _previousTouches = new Dictionary<IntPtr, TouchLocation>();
#region IOnTouchListener implementation
public bool OnTouch (View v, MotionEvent e)
{
return OnTouchEvent(e);
}
#endregion
internal void UpdateTouchPosition(ref Vector2 position)
{
if (this._game.Window.CurrentOrientation == DisplayOrientation.LandscapeRight)
{
// we need to fudge the position
position.X = this.Width - position.X;
position.Y = this.Height - position.Y;
}
//Fix for ClientBounds
position.X -= ClientBounds.X;
position.Y -= ClientBounds.Y;
//Fix for Viewport
position.X = (position.X / ClientBounds.Width) * _game.GraphicsDevice.Viewport.Width;
position.Y = (position.Y / ClientBounds.Height) * _game.GraphicsDevice.Viewport.Height;
//Android.Util.Log.Info("MonoGameInfo", String.Format("Touch {0}x{1}", position.X, position.Y));
}
public override bool OnTouchEvent(MotionEvent e)
{
TouchLocation tlocation;
TouchCollection collection = TouchPanel.Collection;
Vector2 position = Vector2.Zero;
position.X = e.GetX(e.ActionIndex);
position.Y = e.GetY(e.ActionIndex);
UpdateTouchPosition(ref position);
int id = e.GetPointerId(e.ActionIndex);
int index;
switch (e.ActionMasked)
{
// DOWN
case MotionEventActions.Down:
case MotionEventActions.PointerDown:
index = collection.FindIndexById(e.GetPointerId(e.ActionIndex), out tlocation);
if (index < 0)
{
tlocation = new TouchLocation(id, TouchLocationState.Pressed, position);
collection.Add(tlocation);
}
else
{
tlocation.State = TouchLocationState.Pressed;
tlocation.Position = position;
}
break;
// UP
case MotionEventActions.Up:
case MotionEventActions.PointerUp:
index = collection.FindIndexById(e.GetPointerId(e.ActionIndex), out tlocation);
if (index >= 0)
{
tlocation.State = TouchLocationState.Released;
collection[index] = tlocation;
}
break;
// MOVE
case MotionEventActions.Move:
for (int i = 0; i < e.PointerCount; i++)
{
id = e.GetPointerId(i);
position.X = e.GetX(i);
position.Y = e.GetY(i);
UpdateTouchPosition(ref position);
index = collection.FindIndexById(id, out tlocation);
if (index >= 0)
{
tlocation.State = TouchLocationState.Moved;
tlocation.Position = position;
collection[index] = tlocation;
}
}
break;
// CANCEL, OUTSIDE
case MotionEventActions.Cancel:
case MotionEventActions.Outside:
index = collection.FindIndexById(id, out tlocation);
if (index >= 0)
{
tlocation.State = TouchLocationState.Invalid;
collection[index] = tlocation;
}
break;
}
if (gesture != null)
{
GestureListener.CheckForDrag(e, position);
gesture.OnTouchEvent(e);
}
return true;
}
public string ScreenDeviceName
{
get
{
throw new System.NotImplementedException ();
}
}
public Rectangle ClientBounds
{
get
{
return clientBounds;
}
internal set
{
clientBounds = value;
//if(ClientSizeChanged != null)
// ClientSizeChanged(this, EventArgs.Empty);
}
}
public bool AllowUserResizing
{
get
{
return false;
}
set
{
// Do nothing; Ignore rather than raising and exception
}
}
public DisplayOrientation CurrentOrientation
{
get
{
return _currentOrientation;
}
private set
{
if (value != _currentOrientation)
{
_currentOrientation = value;
if (_currentOrientation == DisplayOrientation.Portrait || _currentOrientation == DisplayOrientation.PortraitUpsideDown)
{
//Game.Activity.SetRequestedOrientation(ScreenOrientation.Portrait);
}
else if (_currentOrientation == DisplayOrientation.LandscapeLeft || _currentOrientation == DisplayOrientation.LandscapeRight)
{
//Game.Activity.SetRequestedOrientation(ScreenOrientation.Landscape);
}
if (OrientationChanged != null)
{
OrientationChanged(this, EventArgs.Empty);
}
}
}
}
public event EventHandler<EventArgs> OrientationChanged;
public event EventHandler ClientSizeChanged;
public event EventHandler ScreenDeviceNameChanged;
}
}
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