1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375
|
#region License
/*
Microsoft Public License (Ms-PL)
MonoGame - Copyright © 2009-2011 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
using System;
using System.Collections.Generic;
using System.IO;
using MonoTouch.Foundation;
using MonoTouch.OpenGLES;
using MonoTouch.UIKit;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
namespace Microsoft.Xna.Framework
{
class iOSGamePlatform : GamePlatform
{
private iOSGameViewController _viewController;
private UIWindow _mainWindow;
private List<NSObject> _applicationObservers;
private OpenALSoundController soundControllerInstance = null;
private NSTimer _runTimer;
private bool _isExitPending;
public iOSGamePlatform(Game game) :
base(game)
{
game.Services.AddService(typeof(iOSGamePlatform), this);
// Setup our OpenALSoundController to handle our SoundBuffer pools
soundControllerInstance = OpenALSoundController.GetInstance;
Directory.SetCurrentDirectory(NSBundle.MainBundle.ResourcePath);
_applicationObservers = new List<NSObject>();
UIApplication.SharedApplication.SetStatusBarHidden(true, UIStatusBarAnimation.Fade);
// Create a full-screen window
_mainWindow = new UIWindow (UIScreen.MainScreen.Bounds);
game.Services.AddService (typeof(UIWindow), _mainWindow);
_viewController = new iOSGameViewController(this);
_viewController.InterfaceOrientationChanged += ViewController_InterfaceOrientationChanged;
game.Services.AddService (typeof(UIViewController), _viewController);
Window = new iOSGameWindow (_viewController);
_mainWindow.RootViewController = _viewController;
_mainWindow.Add (_viewController.View);
}
public override GameRunBehavior DefaultRunBehavior
{
get { return GameRunBehavior.Asynchronous; }
}
[Obsolete(
"iOSGamePlatform.IsPlayingVideo must be removed when MonoGame " +
"fully implements the XNA VideoPlayer contract.")]
public bool IsPlayingVideo { get; set; }
// FIXME: VideoPlayer 'needs' this to set up its own movie player view
// controller.
public iOSGameViewController ViewController
{
get { return _viewController; }
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (disposing)
{
if (_viewController != null)
{
_viewController.View.RemoveFromSuperview ();
_viewController.RemoveFromParentViewController ();
_viewController.Dispose();
_viewController = null;
}
if (_mainWindow != null)
{
_mainWindow.Dispose();
_mainWindow = null;
}
}
}
public override void BeforeInitialize()
{
base.BeforeInitialize ();
_viewController.View.MakeCurrent ();
TouchPanel.Reset();
// HACK: Because GraphicsDevice doesn't know anything, we need to
// tell it the current viewport size. Once GraphicsDevice is
// capable of querying PresentationParameters
// DeviceWindowHandle for the size, this will no longer be
// needed.
var gds = (IGraphicsDeviceService)Game.Services.GetService(typeof(IGraphicsDeviceService));
if (gds != null && gds.GraphicsDevice != null) {
gds.GraphicsDevice.Viewport = new Viewport(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height);
}
}
public override void RunLoop()
{
throw new NotSupportedException("The iOS platform does not support synchronous run loops");
}
public override void StartRunLoop()
{
// Show the window
_mainWindow.MakeKeyAndVisible();
Accelerometer.SetupAccelerometer();
BeginObservingUIApplication();
_viewController.View.BecomeFirstResponder();
_runTimer = NSTimer.CreateRepeatingScheduledTimer(Game.TargetElapsedTime, Tick);
}
private void Tick()
{
if (!Game.IsActive)
return;
try {
if (PerformPendingExit())
return;
if (IsPlayingVideo)
return;
// FIXME: Remove this call, and the whole Tick method, once
// GraphicsDevice is where platform-specific Present
// functionality is actually implemented. At that
// point, it should be possible to pass Game.Tick
// directly to NSTimer.CreateRepeatingTimer.
_viewController.View.MakeCurrent();
Game.Tick ();
if (!IsPlayingVideo)
_viewController.View.Present ();
PerformPendingExit();
} catch (Exception ex) {
#if DEBUG
Console.WriteLine(
"Error while processing the main game loop: {0}\n{1}",
ex.Message, ex.StackTrace);
#endif
Game.Exit ();
}
}
private bool PerformPendingExit()
{
if (!_isExitPending)
return false;
_isExitPending = false;
if (_runTimer != null) {
_runTimer.Invalidate ();
_runTimer.Dispose ();
_runTimer = null;
}
UIApplication.SharedApplication.SetStatusBarHidden(false, UIStatusBarAnimation.Fade);
StopObservingUIApplication ();
RaiseAsyncRunLoopEnded ();
return true;
}
public override bool BeforeDraw(GameTime gameTime)
{
// Update our OpenAL sound buffer pools
soundControllerInstance.Update();
if (IsPlayingVideo)
return false;
return true;
}
public override bool BeforeUpdate(GameTime gameTime)
{
if (IsPlayingVideo)
return false;
return true;
}
public override void EnterFullScreen()
{
// Do nothing: iOS games are always full screen
}
public override void ExitFullScreen()
{
// Do nothing: iOS games are always full screen
}
public override void Exit()
{
_isExitPending = true;
}
private void BeginObservingUIApplication()
{
var events = new Tuple<NSString, Action<NSNotification>>[]
{
Tuple.Create(
UIApplication.WillEnterForegroundNotification,
new Action<NSNotification>(Application_WillEnterForeground)),
Tuple.Create(
UIApplication.DidEnterBackgroundNotification,
new Action<NSNotification>(Application_DidEnterBackground)),
Tuple.Create(
UIApplication.DidBecomeActiveNotification,
new Action<NSNotification>(Application_DidBecomeActive)),
Tuple.Create(
UIApplication.WillResignActiveNotification,
new Action<NSNotification>(Application_WillResignActive)),
Tuple.Create(
UIApplication.WillTerminateNotification,
new Action<NSNotification>(Application_WillTerminate)),
Tuple.Create(
UIApplication.DidReceiveMemoryWarningNotification,
new Action<NSNotification>(Application_DidReceiveMemoryWarning))
};
foreach (var entry in events)
_applicationObservers.Add(NSNotificationCenter.DefaultCenter.AddObserver(entry.Item1, entry.Item2));
}
private void StopObservingUIApplication()
{
NSNotificationCenter.DefaultCenter.RemoveObservers(_applicationObservers);
_applicationObservers.Clear();
}
#region Notification Handling
private void Application_WillEnterForeground(NSNotification notification)
{
// Already handled in Application_DidBecomeActive. See below for IsActive state change.
}
private void Application_DidEnterBackground(NSNotification notification)
{
// Already handled in Application_WillResignActive. See below for IsActive state change.
}
private void Application_DidBecomeActive(NSNotification notification)
{
IsActive = true;
TouchPanel.Reset();
}
private void Application_WillResignActive(NSNotification notification)
{
IsActive = false;
}
private void Application_WillTerminate(NSNotification notification)
{
// FIXME: Cleanly end the run loop.
if ( Game != null )
{
// TODO MonoGameGame.Terminate();
}
}
private void Application_DidReceiveMemoryWarning(NSNotification notification)
{
// FIXME: Possibly add some more sophisticated behavior here. It's
// also possible that this is not iOSGamePlatform's job.
GC.Collect();
}
#endregion Notification Handling
private void ViewController_InterfaceOrientationChanged (object sender, EventArgs e)
{
var orientation = OrientationConverter.ToDisplayOrientation (
_viewController.InterfaceOrientation);
// FIXME: The presentation parameters for the GraphicsDevice should
// be managed by the GraphicsDevice itself. Not by
// iOSGamePlatform.
var gdm = (GraphicsDeviceManager) Game.Services.GetService (typeof (IGraphicsDeviceManager));
if (gdm != null) {
var presentParams = gdm.GraphicsDevice.PresentationParameters;
presentParams.BackBufferWidth = gdm.PreferredBackBufferWidth;
presentParams.BackBufferHeight = gdm.PreferredBackBufferHeight;
presentParams.DisplayOrientation = orientation;
}
TouchPanel.DisplayOrientation = orientation;
}
public override void BeginScreenDeviceChange (bool willBeFullScreen)
{
}
public override void EndScreenDeviceChange (string screenDeviceName, int clientWidth,int clientHeight)
{
}
}
}
|