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#region License
/*
Microsoft Public License (Ms-PL)
MonoGame - Copyright © 2009 The MonoGame 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;
using System.Linq;
using System.Threading;
using System.Runtime.Remoting.Messaging;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
#endregion Using clause
namespace Microsoft.Xna.Framework.GamerServices
{
public static class Guide
{
private static bool isScreenSaverEnabled;
private static bool isTrialMode;
private static bool isVisible;
private static bool simulateTrialMode;
delegate string ShowKeyboardInputDelegate(
PlayerIndex player,
string title,
string description,
string defaultText,
bool usePasswordMode);
public static string ShowKeyboardInput(
PlayerIndex player,
string title,
string description,
string defaultText,
bool usePasswordMode)
{
string result = defaultText;
//TextFieldAlertView myAlertView = new TextFieldAlertView(usePasswordMode, title, defaultText);
//myAlertView.Title = title;
//myAlertView.Message = description;
//myAlertView.Clicked += delegate(object sender, UIButtonEventArgs e)
// {
// if (e.ButtonIndex == 1)
// {
// result = ((UIAlertView) sender).Subviews.OfType<UITextField>().Single().Text;
// }
// };
//myAlertView.Transform = MonoTouch.CoreGraphics.CGAffineTransform.MakeTranslation (0f, 110f);
//myAlertView.Show();
return result;
}
public static IAsyncResult BeginShowKeyboardInput (
PlayerIndex player,
string title,
string description,
string defaultText,
AsyncCallback callback,
Object state)
{
return BeginShowKeyboardInput(player, title, description, defaultText, callback, state, false );
}
public static IAsyncResult BeginShowKeyboardInput (
PlayerIndex player,
string title,
string description,
string defaultText,
AsyncCallback callback,
Object state,
bool usePasswordMode)
{
isVisible = true;
ShowKeyboardInputDelegate ski = ShowKeyboardInput;
return ski.BeginInvoke(player, title, description, defaultText, usePasswordMode, callback, ski);
}
public static string EndShowKeyboardInput (IAsyncResult result)
{
try
{
ShowKeyboardInputDelegate ski = (ShowKeyboardInputDelegate)result.AsyncState;
return ski.EndInvoke(result);
}
finally
{
isVisible = false;
}
}
delegate Nullable<int> ShowMessageBoxDelegate( string title,
string text,
IEnumerable<string> buttons,
int focusButton,
MessageBoxIcon icon);
public static Nullable<int> ShowMessageBox( string title,
string text,
IEnumerable<string> buttons,
int focusButton,
MessageBoxIcon icon)
{
Nullable<int> result = null;
return result;
}
public static IAsyncResult BeginShowMessageBox(
PlayerIndex player,
string title,
string text,
IEnumerable<string> buttons,
int focusButton,
MessageBoxIcon icon,
AsyncCallback callback,
Object state
)
{
isVisible = true;
ShowMessageBoxDelegate smb = ShowMessageBox;
return smb.BeginInvoke(title, text, buttons, focusButton, icon, callback, smb);
}
public static IAsyncResult BeginShowMessageBox (
string title,
string text,
IEnumerable<string> buttons,
int focusButton,
MessageBoxIcon icon,
AsyncCallback callback,
Object state
)
{
return BeginShowMessageBox(PlayerIndex.One, title, text, buttons, focusButton, icon, callback, state);
}
public static Nullable<int> EndShowMessageBox (IAsyncResult result)
{
try
{
ShowMessageBoxDelegate smbd = (ShowMessageBoxDelegate)result.AsyncState;
return smbd.EndInvoke(result);
}
finally
{
isVisible = false;
}
}
public static void ShowMarketplace (PlayerIndex player )
{
}
public static void Show ()
{
ShowSignIn(1, false);
}
public static void ShowSignIn (int paneCount, bool onlineOnly)
{
if ( paneCount != 1 && paneCount != 2 && paneCount != 4)
{
new ArgumentException("paneCount Can only be 1, 2 or 4 on Windows");
return;
}
Microsoft.Xna.Framework.GamerServices.MonoGameGamerServicesHelper.ShowSigninSheet();
if (GamerServicesComponent.LocalNetworkGamer == null)
{
GamerServicesComponent.LocalNetworkGamer = new LocalNetworkGamer();
}
else
{
GamerServicesComponent.LocalNetworkGamer.SignedInGamer.BeginAuthentication(null, null);
}
}
public static void ShowLeaderboard()
{
//if ( ( Gamer.SignedInGamers.Count > 0 ) && ( Gamer.SignedInGamers[0].IsSignedInToLive ) )
//{
// // Lazy load it
// if ( leaderboardController == null )
// {
// leaderboardController = new GKLeaderboardViewController();
// }
// if (leaderboardController != null)
// {
// leaderboardController.DidFinish += delegate(object sender, EventArgs e)
// {
// leaderboardController.DismissModalViewControllerAnimated(true);
// isVisible = false;
// };
// if (Window !=null)
// {
// if(viewController == null)
// {
// viewController = new UIViewController();
// Window.Add(viewController.View);
// viewController.View.Hidden = true;
// }
// viewController.PresentModalViewController(leaderboardController, true);
// isVisible = true;
// }
// }
//}
}
public static void ShowAchievements()
{
//if ( ( Gamer.SignedInGamers.Count > 0 ) && ( Gamer.SignedInGamers[0].IsSignedInToLive ) )
//{
// // Lazy load it
// if ( achievementController == null )
// {
// achievementController = new GKAchievementViewController();
// }
// if (achievementController != null)
// {
// achievementController.DidFinish += delegate(object sender, EventArgs e)
// {
// leaderboardController.DismissModalViewControllerAnimated(true);
// isVisible = false;
// };
// if (Window !=null)
// {
// if(viewController == null)
// {
// viewController = new UIViewController();
// Window.Add(viewController.View);
// viewController.View.Hidden = true;
// }
// viewController.PresentModalViewController(achievementController, true);
// isVisible = true;
// }
// }
//}
}
public static IAsyncResult BeginShowStorageDeviceSelector( AsyncCallback callback, object state )
{
return null;
}
public static StorageDevice EndShowStorageDeviceSelector( IAsyncResult result )
{
return null;
}
#region Properties
public static bool IsScreenSaverEnabled
{
get
{
return isScreenSaverEnabled;
}
set
{
isScreenSaverEnabled = value;
}
}
public static bool IsTrialMode
{
get
{
return isTrialMode;
}
set
{
isTrialMode = value;
}
}
public static bool IsVisible
{
get
{
return isVisible;
}
set
{
isVisible = value;
}
}
public static bool SimulateTrialMode
{
get
{
return simulateTrialMode;
}
set
{
simulateTrialMode = value;
}
}
public static GameWindow Window
{
get;
set;
}
#endregion
internal static void Initialise(Game game)
{
MonoGameGamerServicesHelper.Initialise(game);
}
}
}
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