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Created a new project called Textured Primitives
Copied over class files from previous project. Still need to update namespace. Doesn't compile yet but no biggy. P44
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Microsoft Visual Studio Solution File, Format Version 12.00 | ||
# Visual Studio 2012 | ||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Textured Primitives", "Textured Primitives\Textured Primitives.csproj", "{7E562CD9-173C-4FA8-8163-AF49F4DF7015}" | ||
EndProject | ||
Global | ||
GlobalSection(SolutionConfigurationPlatforms) = preSolution | ||
Debug|x86 = Debug|x86 | ||
Release|x86 = Release|x86 | ||
EndGlobalSection | ||
GlobalSection(ProjectConfigurationPlatforms) = postSolution | ||
{7E562CD9-173C-4FA8-8163-AF49F4DF7015}.Debug|x86.ActiveCfg = Debug|x86 | ||
{7E562CD9-173C-4FA8-8163-AF49F4DF7015}.Debug|x86.Build.0 = Debug|x86 | ||
{7E562CD9-173C-4FA8-8163-AF49F4DF7015}.Release|x86.ActiveCfg = Release|x86 | ||
{7E562CD9-173C-4FA8-8163-AF49F4DF7015}.Release|x86.Build.0 = Release|x86 | ||
EndGlobalSection | ||
GlobalSection(SolutionProperties) = preSolution | ||
HideSolutionNode = FALSE | ||
EndGlobalSection | ||
EndGlobal |
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#region Using Statements | ||
using System; | ||
using System.Collections.Generic; | ||
using Microsoft.Xna.Framework; | ||
using Microsoft.Xna.Framework.Content; | ||
using Microsoft.Xna.Framework.Graphics; | ||
using Microsoft.Xna.Framework.Input; | ||
using Microsoft.Xna.Framework.Storage; | ||
using Microsoft.Xna.Framework.GamerServices; | ||
#endregion | ||
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namespace GameWindowSize | ||
{ | ||
/// <summary> | ||
/// This is the main type for your game | ||
/// </summary> | ||
public class Game1 : Game | ||
{ | ||
GraphicsDeviceManager graphics; | ||
SpriteBatch spriteBatch; | ||
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// Prefer window size | ||
const int kWindowWidth = 1000; | ||
const int kWindowHeight = 700; | ||
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public Game1() | ||
: base() | ||
{ | ||
graphics = new GraphicsDeviceManager(this); | ||
Content.RootDirectory = "Content"; | ||
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// Set preferred window size | ||
graphics.PreferredBackBufferWidth = kWindowWidth; | ||
graphics.PreferredBackBufferHeight = kWindowHeight; | ||
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} | ||
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/// <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 | ||
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base.Initialize(); | ||
} | ||
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/// <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); | ||
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// TODO: use this.Content to load your game content here | ||
} | ||
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/// <summary> | ||
/// UnloadContent will be called once per game and is the place to unload | ||
/// all content. | ||
/// </summary> | ||
protected override void UnloadContent() | ||
{ | ||
// TODO: Unload any non ContentManager content here | ||
} | ||
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/// <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) | ||
{ | ||
// Allows game to exit. F1 should also work due to mapping in InputWrapper class | ||
if (InputWrapper.Buttons.Back == ButtonState.Pressed) | ||
Exit(); | ||
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// "A" to toggle to full-screen mode ("k" on keyboard) | ||
if (InputWrapper.Buttons.A == ButtonState.Pressed) | ||
{ | ||
if (!graphics.IsFullScreen) | ||
{ | ||
graphics.IsFullScreen = true; | ||
graphics.ApplyChanges(); | ||
} | ||
} | ||
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// "B" toggles back to window mode ("L" on keyboard) | ||
if (InputWrapper.Buttons.B == ButtonState.Pressed) | ||
{ | ||
if (graphics.IsFullScreen) | ||
{ | ||
graphics.IsFullScreen = false; | ||
graphics.ApplyChanges(); | ||
} | ||
} | ||
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base.Update(gameTime); | ||
} | ||
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/// <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) | ||
{ | ||
GraphicsDevice.Clear(Color.CornflowerBlue); | ||
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// TODO: Add your drawing code here | ||
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base.Draw(gameTime); | ||
} | ||
} | ||
} |
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Textured Primitives/Textured Primitives/InputWrapper.cs
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using Microsoft.Xna.Framework; | ||
using Microsoft.Xna.Framework.Input; | ||
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internal struct AllInputButtons | ||
{ | ||
private const Keys kA_ButtonKey = Keys.K; | ||
private const Keys kB_ButtonKey = Keys.L; | ||
private const Keys kX_ButtonKey = Keys.J; | ||
private const Keys kY_ButtonKey = Keys.I; | ||
private const Keys kBack_ButtonKey = Keys.F1; | ||
private const Keys kStart_ButtonKey = Keys.F2; | ||
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private ButtonState GetState(ButtonState gameButtonState, Keys key) | ||
{ | ||
if (Keyboard.GetState().IsKeyDown(key)) | ||
return ButtonState.Pressed; | ||
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if (GamePad.GetState(PlayerIndex.One).IsConnected) | ||
return gameButtonState; | ||
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return ButtonState.Released; | ||
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} | ||
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// Assessors | ||
public ButtonState A | ||
{ | ||
get {return GetState(GamePad.GetState(PlayerIndex.One).Buttons.A, kA_ButtonKey);} | ||
} | ||
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public ButtonState B | ||
{ | ||
get { return GetState(GamePad.GetState(PlayerIndex.One).Buttons.B, kB_ButtonKey); } | ||
} | ||
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public ButtonState Back | ||
{ | ||
get { return GetState(GamePad.GetState(PlayerIndex.One).Buttons.Back, kBack_ButtonKey); } | ||
} | ||
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public ButtonState Start | ||
{ | ||
get { return GetState(GamePad.GetState(PlayerIndex.One).Buttons.Start, kStart_ButtonKey); } | ||
} | ||
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public ButtonState X | ||
{ | ||
get { return GetState(GamePad.GetState(PlayerIndex.One).Buttons.X, kX_ButtonKey); } | ||
} | ||
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public ButtonState Y | ||
{ | ||
get { return GetState(GamePad.GetState(PlayerIndex.One).Buttons.Y, kY_ButtonKey); } | ||
} | ||
} | ||
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internal struct AllInputTriggers | ||
{ | ||
private const Keys KLeftTrigger = Keys.N; | ||
private const Keys KRightTrigger = Keys.M; | ||
const float kKeyTriggerValue = 0.75f; | ||
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private float GetTriggerState(float gamePadTrigger, Keys key) | ||
{ | ||
if (Keyboard.GetState().IsKeyDown(key)) // checks for keyboard input first and overrides the game pad if found | ||
return kKeyTriggerValue; | ||
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if(GamePad.GetState(PlayerIndex.One).IsConnected) | ||
return gamePadTrigger; | ||
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return 0f; // If you get here, it's not in use | ||
} | ||
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public float Left | ||
{ | ||
get { return GetTriggerState(GamePad.GetState(PlayerIndex.One).Triggers.Left, KLeftTrigger);} | ||
} | ||
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public float Right | ||
{ | ||
get { return GetTriggerState(GamePad.GetState(PlayerIndex.One).Triggers.Right, KRightTrigger); } | ||
} | ||
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} | ||
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internal struct AllThumbSticks | ||
{ | ||
private const Keys kLeftThumbStickUp = Keys.W; | ||
private const Keys kLeftThumbStickDown = Keys.S; | ||
private const Keys kLeftThumbStickLeft = Keys.A; | ||
private const Keys kLeftThumbStickRight = Keys.D; | ||
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private const Keys kRightThumbStickUp = Keys.Up; | ||
private const Keys kRightThumbStickDown = Keys.Down; | ||
private const Keys kRightThumbStickLeft = Keys.Left; | ||
private const Keys kRightThumbStickRight = Keys.Right; | ||
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private const float kKeyDownValue = 0.75f; | ||
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private Vector2 ThumbStickState(Vector2 thumbStickValue, | ||
Keys up, Keys down, Keys left, Keys right) | ||
{ | ||
Vector2 r = new Vector2(0f, 0f); | ||
if ((GamePad.GetState(PlayerIndex.One).IsConnected)) // TODO: See why there are two () here instead of the normal single of an if statement. Is it some sort of formatting convention? | ||
{ | ||
r = thumbStickValue; | ||
} | ||
if (Keyboard.GetState().IsKeyDown(up)) // checks for keyboard input first and overrides the game pad if found | ||
r.Y += kKeyDownValue; | ||
if (Keyboard.GetState().IsKeyDown(down)) // checks for keyboard input first and overrides the game pad if found | ||
r.Y -= kKeyDownValue; | ||
if (Keyboard.GetState().IsKeyDown(left)) // checks for keyboard input first and overrides the game pad if found | ||
r.X -= kKeyDownValue; | ||
if (Keyboard.GetState().IsKeyDown(right)) // checks for keyboard input first and overrides the game pad if found | ||
r.X += kKeyDownValue; | ||
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return r; | ||
} | ||
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public Vector2 Left | ||
{ | ||
get { | ||
return ThumbStickState(GamePad.GetState(PlayerIndex.One).ThumbSticks.Left, | ||
kLeftThumbStickUp,kLeftThumbStickDown, | ||
kLeftThumbStickLeft,kLeftThumbStickRight); | ||
} | ||
} | ||
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public Vector2 Right | ||
{ | ||
get | ||
{ | ||
return ThumbStickState(GamePad.GetState(PlayerIndex.One).ThumbSticks.Right, | ||
kRightThumbStickUp, kRightThumbStickDown, | ||
kRightThumbStickLeft, kRightThumbStickRight); | ||
} | ||
} | ||
} | ||
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internal struct AllInputMouse | ||
{ | ||
//private const ButtonState kLeftButton = ButtonState.Pressed; | ||
public Vector2 MousePosition { get; private set; } | ||
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private ButtonState GetState(ButtonState gameMouseButtonState) | ||
{ | ||
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if (gameMouseButtonState == ButtonState.Pressed ) | ||
{ | ||
MousePosition = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); // Update mouse position in this struct only if a button is pressed. | ||
return ButtonState.Pressed; | ||
} | ||
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return ButtonState.Released; | ||
} | ||
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public ButtonState LeftButton | ||
{ | ||
get { return GetState(Mouse.GetState().LeftButton); } | ||
} | ||
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public ButtonState RightButton | ||
{ | ||
get { return GetState(Mouse.GetState().RightButton); } | ||
} | ||
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public ButtonState MiddleButton | ||
{ | ||
get { return GetState(Mouse.GetState().MiddleButton); } | ||
} | ||
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public ButtonState XButton1 | ||
{ | ||
get { return GetState(Mouse.GetState().XButton1); } | ||
} | ||
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public ButtonState XButton2 | ||
{ | ||
get { return GetState(Mouse.GetState().XButton2); } | ||
} | ||
} | ||
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static class InputWrapper | ||
{ | ||
static public AllInputButtons Buttons = new AllInputButtons(); | ||
static public AllThumbSticks ThumbSticks = new AllThumbSticks(); | ||
static public AllInputTriggers Triggers = new AllInputTriggers(); | ||
static public AllInputMouse Mouse = new AllInputMouse(); | ||
} | ||
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#region Using Statements | ||
using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
#endregion | ||
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namespace Textured_Primitives | ||
{ | ||
#if WINDOWS || LINUX | ||
/// <summary> | ||
/// The main class. | ||
/// </summary> | ||
public static class Program | ||
{ | ||
/// <summary> | ||
/// The main entry point for the application. | ||
/// </summary> | ||
[STAThread] | ||
static void Main() | ||
{ | ||
using (var game = new Game1()) | ||
game.Run(); | ||
} | ||
} | ||
#endif | ||
} |
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