Beispiel #1
0
        // internal because we want our game types to call this.
        internal static void Update(LandscapeOrientation landscapeOrientation)
        {
            #if !WINDOWS
            // On Zune we can just use the TouchPanel class and fill
            // our ZuneTouch structures with the same data.

            // clear out the old touches
            touches.Clear();

            // for each touch on the touch panel
            foreach (var t in TouchPanel.GetState())
            {
                Vector2 position = t.Position;

                // adjust the touch's position based on device orientation
                switch (landscapeOrientation)
                {
                    case LandscapeOrientation.Right:
                        position = new Vector2(position.Y, 272 - position.X);
                        break;
                    case LandscapeOrientation.Left:
                        position = new Vector2(480 - position.Y, position.X);
                        break;
                    default:
                        break;
                }

                // add a new ZuneTouch instance that duplicates the data
                touches.Add(new ZuneTouch
                {
                    ID = t.Id,
                    Position = position,
                    State = (ZuneTouchState)(int)t.State,
                    Pressure = t.Pressure
                });
            }

            // Then we just update our accelerometer property from the Accelerometer class
            AccelerometerState accState = Accelerometer.GetState();
            Acceleration = accState.Acceleration;
            #else
            // On PC we use the current and last mouse state's to position our
            // fake touch as well as update its state.
            MouseState mouseState = Mouse.GetState();

            // we want to make sure we're in bounds of the screen, so figure out if we're
            // actually in landscape mode or not.
            int screenWidth = 272, screenHeight = 480;

            if (landscapeOrientation == LandscapeOrientation.Left || landscapeOrientation == LandscapeOrientation.Right)
            {
                screenWidth = 480;
                screenHeight = 272;
            }

            // first we check to see if we have a touch in the collection with a state of released,
            // and if so, we clear the list out
            if (touches.Count > 0 && touches[0].State == ZuneTouchState.Released)
                touches.Clear();

            // if this is a new press of the left mouse button and the mouse is inside the window...
            if (mouseState.LeftButton == ButtonState.Pressed && lastMouseState.LeftButton == ButtonState.Released &&
                mouseState.X >= 0 && mouseState.X <= screenWidth && mouseState.Y >= 0 && mouseState.Y <= screenHeight)
            {
                // add a new ZuneTouch instance with our data
                touches.Add(new ZuneTouch
                {
                    ID = id++,
                    Position = new Vector2(mouseState.X, mouseState.Y),
                    State = ZuneTouchState.Pressed,
                    Pressure = 1
                });
            }

            // otherwise if the left button isn't newly pressed and we are tracking a touch already...
            else if (touches.Count > 0)
            {
                // get the touch
                var touch = touches[0];

                // update the position
                touch.Position = new Vector2(mouseState.X, mouseState.Y);

                // we assume the touch has moved
                touch.State = ZuneTouchState.Moved;

                // if the mouse was released inside the window OR moved outside of the window...
                if ((mouseState.LeftButton == ButtonState.Released && lastMouseState.LeftButton == ButtonState.Pressed) ||
                    mouseState.X < 0 || mouseState.X > screenWidth || mouseState.Y < 0 || mouseState.Y > screenHeight)
                {
                    // set the State to Released
                    touch.State = ZuneTouchState.Released;
                }

                // set the touch back onto the list
                touches[0] = touch;
            }

            lastMouseState = mouseState;

            // to fake accelerometer data, we use a GamePad's thumbsticks and set the acceleration
            // using this system:
            // X Axis of Left Thumbstick = X axis
            // Y Axis of Left Thumbstick = Y axis
            // X Axis of Right Thumbstick = Z axis
            GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
            Acceleration = new Vector3(
                gamePadState.ThumbSticks.Left.X,
                gamePadState.ThumbSticks.Left.Y,
                gamePadState.ThumbSticks.Right.X);
            #endif
        }
Beispiel #2
0
        // internal because we want our game types to call this.
        internal static void Update(LandscapeOrientation landscapeOrientation)
        {
#if !WINDOWS
            // On Zune we can just use the TouchPanel class and fill
            // our ZuneTouch structures with the same data.

            // clear out the old touches
            touches.Clear();

            // for each touch on the touch panel
            foreach (var t in TouchPanel.GetState())
            {
                Vector2 position = t.Position;

                // adjust the touch's position based on device orientation
                switch (landscapeOrientation)
                {
                case LandscapeOrientation.Right:
                    position = new Vector2(position.Y, 272 - position.X);
                    break;

                case LandscapeOrientation.Left:
                    position = new Vector2(480 - position.Y, position.X);
                    break;

                default:
                    break;
                }

                // add a new ZuneTouch instance that duplicates the data
                touches.Add(new ZuneTouch
                {
                    ID       = t.Id,
                    Position = position,
                    State    = (ZuneTouchState)(int)t.State,
                    Pressure = t.Pressure
                });
            }

            // Then we just update our accelerometer property from the Accelerometer class
            AccelerometerState accState = Accelerometer.GetState();
            Acceleration = accState.Acceleration;
#else
            // On PC we use the current and last mouse state's to position our
            // fake touch as well as update its state.
            MouseState mouseState = Mouse.GetState();

            // we want to make sure we're in bounds of the screen, so figure out if we're
            // actually in landscape mode or not.
            int screenWidth = 272, screenHeight = 480;

            if (landscapeOrientation == LandscapeOrientation.Left || landscapeOrientation == LandscapeOrientation.Right)
            {
                screenWidth  = 480;
                screenHeight = 272;
            }

            // first we check to see if we have a touch in the collection with a state of released,
            // and if so, we clear the list out
            if (touches.Count > 0 && touches[0].State == ZuneTouchState.Released)
            {
                touches.Clear();
            }

            // if this is a new press of the left mouse button and the mouse is inside the window...
            if (mouseState.LeftButton == ButtonState.Pressed && lastMouseState.LeftButton == ButtonState.Released &&
                mouseState.X >= 0 && mouseState.X <= screenWidth && mouseState.Y >= 0 && mouseState.Y <= screenHeight)
            {
                // add a new ZuneTouch instance with our data
                touches.Add(new ZuneTouch
                {
                    ID       = id++,
                    Position = new Vector2(mouseState.X, mouseState.Y),
                    State    = ZuneTouchState.Pressed,
                    Pressure = 1
                });
            }

            // otherwise if the left button isn't newly pressed and we are tracking a touch already...
            else if (touches.Count > 0)
            {
                // get the touch
                var touch = touches[0];

                // update the position
                touch.Position = new Vector2(mouseState.X, mouseState.Y);

                // we assume the touch has moved
                touch.State = ZuneTouchState.Moved;

                // if the mouse was released inside the window OR moved outside of the window...
                if ((mouseState.LeftButton == ButtonState.Released && lastMouseState.LeftButton == ButtonState.Pressed) ||
                    mouseState.X < 0 || mouseState.X > screenWidth || mouseState.Y < 0 || mouseState.Y > screenHeight)
                {
                    // set the State to Released
                    touch.State = ZuneTouchState.Released;
                }

                // set the touch back onto the list
                touches[0] = touch;
            }

            lastMouseState = mouseState;

            // to fake accelerometer data, we use a GamePad's thumbsticks and set the acceleration
            // using this system:
            // X Axis of Left Thumbstick = X axis
            // Y Axis of Left Thumbstick = Y axis
            // X Axis of Right Thumbstick = Z axis
            GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
            Acceleration = new Vector3(
                gamePadState.ThumbSticks.Left.X,
                gamePadState.ThumbSticks.Left.Y,
                gamePadState.ThumbSticks.Right.X);
#endif
        }