158 lines
6.5 KiB
C#
158 lines
6.5 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using ANX.Framework;
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using ANX.Framework.Graphics;
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using ANX.Framework.Input;
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using ANX.Framework.NonXNA;
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using ANX.InputSystem.Recording;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace RecordingSample
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{
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/// <summary>
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/// Sample, showing the use of the RecordingSystem (currently only the Mouse).
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/// </summary>
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public class Game1 : Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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Texture2D logo;
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KeyboardState oldState;
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RecordingMouse recMouse;
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RecordingKeyboard recKeyboard;
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public Game1()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "SampleContent";
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}
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protected override void Initialize()
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{
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Window.Title = "Use Mouse to move arround, press r to record, p for playback and n for none";
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//this is quite ugly... could this be improved?
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recMouse = ((RecordingMouse)AddInSystemFactory.Instance.GetDefaultCreator<IInputSystemCreator>().Mouse);
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recMouse.Initialize(MouseRecordInfo.Position);
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recKeyboard = ((RecordingKeyboard)AddInSystemFactory.Instance.GetDefaultCreator<IInputSystemCreator>().Keyboard);
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recKeyboard.Initialize(Keys.Enter);
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base.Initialize();
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}
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protected override void LoadContent()
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{
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spriteBatch = new SpriteBatch(GraphicsDevice);
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logo = Content.Load<Texture2D>(@"Textures/ANX.Framework.Logo_459x121");
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oldState = Keyboard.GetState();
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}
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protected override void Update(GameTime gameTime)
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{
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KeyboardState newState = Keyboard.GetState();
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if (oldState.IsKeyUp(Keys.R) && newState.IsKeyDown(Keys.R))
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{
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recMouse.StartRecording();
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recKeyboard.StartRecording();
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}
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if (oldState.IsKeyUp(Keys.P) && newState.IsKeyDown(Keys.P))
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{
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if (recMouse.RecordingState == RecordingState.Recording)
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recMouse.StopRecording();
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recMouse.StartPlayback();
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if (recKeyboard.RecordingState == RecordingState.Recording)
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recKeyboard.StopRecording();
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recKeyboard.StartPlayback();
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}
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if (oldState.IsKeyUp(Keys.N) && newState.IsKeyDown(Keys.N))
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{
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if (recMouse.RecordingState == RecordingState.Recording)
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recMouse.StopRecording();
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recMouse.StopPlayback();
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if (recKeyboard.RecordingState == RecordingState.Recording)
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recKeyboard.StopRecording();
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recKeyboard.StopPlayback();
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}
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oldState = newState;
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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spriteBatch.Begin();
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if (Keyboard.GetState().IsKeyDown(Keys.Enter))
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{
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spriteBatch.Draw(logo, Vector2.Zero, Color.White);
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}
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//spriteBatch.End();
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//spriteBatch.Begin();
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spriteBatch.Draw(logo, new Rectangle(Mouse.GetState().X, Mouse.GetState().Y, 115, 30), Color.White);
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spriteBatch.End();
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base.Draw(gameTime);
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}
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}
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}
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