2012-01-09 14:22:20 +00:00

158 lines
6.5 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using ANX.Framework;
using ANX.Framework.Graphics;
using ANX.Framework.Input;
using ANX.Framework.NonXNA;
using ANX.InputSystem.Recording;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// 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
namespace RecordingSample
{
/// <summary>
/// Sample, showing the use of the RecordingSystem (currently only the Mouse).
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D logo;
KeyboardState oldState;
RecordingMouse recMouse;
RecordingKeyboard recKeyboard;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "SampleContent";
}
protected override void Initialize()
{
Window.Title = "Use Mouse to move arround, press r to record, p for playback and n for none";
//this is quite ugly... could this be improved?
recMouse = ((RecordingMouse)AddInSystemFactory.Instance.GetDefaultCreator<IInputSystemCreator>().Mouse);
recMouse.Initialize(MouseRecordInfo.Position);
recKeyboard = ((RecordingKeyboard)AddInSystemFactory.Instance.GetDefaultCreator<IInputSystemCreator>().Keyboard);
recKeyboard.Initialize(Keys.Enter);
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
logo = Content.Load<Texture2D>(@"Textures/ANX.Framework.Logo_459x121");
oldState = Keyboard.GetState();
}
protected override void Update(GameTime gameTime)
{
KeyboardState newState = Keyboard.GetState();
if (oldState.IsKeyUp(Keys.R) && newState.IsKeyDown(Keys.R))
{
recMouse.StartRecording();
recKeyboard.StartRecording();
}
if (oldState.IsKeyUp(Keys.P) && newState.IsKeyDown(Keys.P))
{
if (recMouse.RecordingState == RecordingState.Recording)
recMouse.StopRecording();
recMouse.StartPlayback();
if (recKeyboard.RecordingState == RecordingState.Recording)
recKeyboard.StopRecording();
recKeyboard.StartPlayback();
}
if (oldState.IsKeyUp(Keys.N) && newState.IsKeyDown(Keys.N))
{
if (recMouse.RecordingState == RecordingState.Recording)
recMouse.StopRecording();
recMouse.StopPlayback();
if (recKeyboard.RecordingState == RecordingState.Recording)
recKeyboard.StopRecording();
recKeyboard.StopPlayback();
}
oldState = newState;
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
if (Keyboard.GetState().IsKeyDown(Keys.Enter))
{
spriteBatch.Draw(logo, Vector2.Zero, Color.White);
}
//spriteBatch.End();
//spriteBatch.Begin();
spriteBatch.Draw(logo, new Rectangle(Mouse.GetState().X, Mouse.GetState().Y, 115, 30), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}