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#region License
// /*
// Microsoft Public License (Ms-PL)
// XnaTouch - Copyright 2009-2010 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 clause
using System;
using System.Collections;
using System.Collections.Generic;
#endregion Using clause
namespace Microsoft.Xna.Framework.Input.Touch
{
public static class TouchPanel
{
internal static TouchCollection Collection = new TouchCollection();
internal static Queue<GestureSample> GestureList = new Queue<GestureSample>();
internal static event EventHandler EnabledGesturesChanged;
public static TouchPanelCapabilities GetCapabilities()
{
// Go off and create an updated TouchPanelCapabilities with the latest state
return new TouchPanelCapabilities(false,true,8);;
}
public static TouchCollection GetState()
{
TouchCollection result = new TouchCollection(Collection);
Collection.Update();
return result;
}
public static void Reset()
{
Collection.Clear();
}
public static GestureSample ReadGesture()
{
return GestureList.Dequeue();
}
public static int DisplayHeight
{
get
{
#if ANDROID
return (int)Game.Activity.Resources.DisplayMetrics.HeightPixels;
#else
return Game.Instance.Window.ClientBounds.Height;
#endif
}
set
{
}
}
public static DisplayOrientation DisplayOrientation
{
get;
set;
}
public static int DisplayWidth
{
get
{
#if ANDROID
return (int)Game.Activity.Resources.DisplayMetrics.WidthPixels;
#else
return Game.Instance.Window.ClientBounds.Width;
#endif
}
set
{
}
}
private static GestureType _enabledGestures = GestureType.None;
public static GestureType EnabledGestures
{
get
{
return _enabledGestures;
}
set
{
var prev=_enabledGestures;
_enabledGestures = value;
if (_enabledGestures!=prev && EnabledGesturesChanged!=null)
EnabledGesturesChanged(null, null);
}
}
public static bool IsGestureAvailable
{
get
{
return ( GestureList.Count > 0 );
}
}
}
}
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