public override bool FinishedLaunching(UIApplication app, NSDictionary options) { app.SetStatusBarHidden(true, true); IOSPlatform.register(app, IOSPlatform.SupportedOrients.PORTRAITS); PlayN.run(new TrainBox()); return true; }
public override bool FinishedLaunching(UIApplication app, NSDictionary options) { app.SetStatusBarHidden(true, true); var pf = IOSPlatform.register(app, IOSPlatform.SupportedOrients.PORTRAITS); pf.assets().setPathPrefix("assets"); PlayN.run(new MemoryGame()); return true; }
public override bool FinishedLaunching(UIApplication app, NSDictionary options) { app.SetStatusBarHidden(true, true); var pconfig = new IOSPlatform.Config(); // use pconfig to customize iOS platform, if needed IOSPlatform.register(app, pconfig); PlayN.run(new MyGame()); return true; }
public override bool FinishedLaunching(UIApplication app, NSDictionary options) { app.SetStatusBarHidden(true, true); IOSPlatform.Config config = new IOSPlatform.Config(); config.orients = IOSPlatform.SupportedOrients.PORTRAITS; IOSPlatform.register(app, config); PlayN.run(new PerfTest()); return true; }
public override bool FinishedLaunching(UIApplication app, NSDictionary options) { app.SetStatusBarHidden(true, true); IOSPlatform.Config config = new IOSPlatform.Config(); config.orients = IOSPlatform.SupportedOrients.LANDSCAPES; IOSPlatform platform = IOSPlatform.register(app, config); IOSTPPlatform.register(platform); PlayN.run(new TripleDemo()); return true; }
public override bool FinishedLaunching(UIApplication app, NSDictionary options) { NSError audioError; AVAudioSession.SharedInstance().SetCategory (new NSString("AVAudioSessionCategoryAmbient"), out audioError); app.SetStatusBarHidden (true, UIStatusBarAnimation.Slide); _monogameGame = GetInstance (); _monogameGame.Run (); return true; }
public override void FinishedLaunching(UIApplication app) { // Fun begins.. game = new TestGame (); game.Run (); //[[UIApplication sharedApplication] setStatusBarHidden:YES withAnimation:UIStatusBarAnimationSlide]; //UIApplication.SharedApplication.SetStatusBarHidden (true, true); app.SetStatusBarHidden (true, true); var controller = UIApplication.SharedApplication.Windows[0].RootViewController; if (controller != null) { //controller.SetNeedsStatusBarAppearanceUpdate (); } }
// This method is invoked when the application has loaded its UI and is ready to run public override bool FinishedLaunching(UIApplication app, NSDictionary options) { app.SetStatusBarHidden (true, false); // create a new window instance based on the screen size window = new UIWindow (UIScreen.MainScreen.Bounds); // load the appropriate UI, depending on whether the app is running on an iPhone or iPad if (UIDevice.CurrentDevice.UserInterfaceIdiom == UIUserInterfaceIdiom.Phone) { viewController = new OpenGLViewController ("OpenGLViewController_iPhone", null); } else { viewController = new OpenGLViewController ("OpenGLViewController_iPad", null); } window.RootViewController = viewController; ((EAGLView)(viewController.View)).Run (60.0); // make the window visible window.MakeKeyAndVisible (); return true; }
public override bool FinishedLaunching (UIApplication app, NSDictionary options) { app.SetStatusBarHidden(true, true); // configure our Flurry and SGAgent bits var flurryKey = "FLURRYKEY"; // these can be useful if you have this info // FA.Flurry.SetAppVersion("app_version"); // FA.Flurry.SetUserID("user_id"); Flurry flurry = new IOSFlurry(); try { Console.WriteLine("Initializing Flurry [vers=" + FA.Flurry.GetFlurryAgentVersion() + "]"); FA.Flurry.StartSession(flurryKey); } catch (Exception e) { Console.WriteLine("Failed to init Flurry [key=" + flurryKey + "]"); Console.WriteLine(e); } // initialize PlayN and start the game var pconfig = new IOSPlatform.Config(); // use pconfig to customize iOS platform, if needed IOSPlatform.register(app, pconfig); PlayN.run(new FlurryExample(flurry)); return true; }
// This method is invoked when the application has loaded its UI and its ready to run public override bool FinishedLaunching (UIApplication app, NSDictionary options) { RectangleF rect = UIScreen.MainScreen.ApplicationFrame; window.BackgroundColor = UIColor.Black; //Create the OpenGL drawing view and add it to the window drawingView = new PaintingView (new RectangleF (rect.Location, rect.Size)); window.AddSubview (drawingView); // Create a segmented control so that the user can choose the brush color. var images = new[] { UIImage.FromFile ("Images/Red.png"), UIImage.FromFile ("Images/Yellow.png"), UIImage.FromFile ("Images/Green.png"), UIImage.FromFile ("Images/Blue.png"), UIImage.FromFile ("Images/Purple.png") }; if (UIDevice.CurrentDevice.CheckSystemVersion (7, 0)) { // we want the original colors, which is not the default iOS7 behaviour, so we need to // replace them with ones having the right UIImageRenderingMode for (int i = 0; i < images.Length; i++) images [i] = images [i].ImageWithRenderingMode (UIImageRenderingMode.AlwaysOriginal); } var segmentedControl = new UISegmentedControl (images); // Compute a rectangle that is positioned correctly for the segmented control you'll use as a brush color palette var frame = new RectangleF (rect.X + LeftMarginPadding, rect.Height - PaletteHeight - TopMarginPadding, rect.Width - (LeftMarginPadding + RightMarginPadding), PaletteHeight); segmentedControl.Frame = frame; // When the user chooses a color, the method changeBrushColor: is called. segmentedControl.ValueChanged += ChangeBrushColor; // Make sure the color of the color complements the black background segmentedControl.TintColor = UIColor.DarkGray; // Set the third color (index values start at 0) segmentedControl.SelectedSegment = 2; // Add the control to the window window.AddSubview (segmentedControl); // Now that the control is added, you can release it // [segmentedControl release]; float r, g, b; // Define a starting color HslToRgb (2.0f / PaletteSize, PaintingView.Saturation, PaintingView.Luminosity, out r, out g, out b); // Set the color using OpenGL GL.Color4 (r, g, b, PaintingView.BrushOpacity); // Look in the Info.plist file and you'll see the status bar is hidden // Set the style to black so it matches the background of the application app.SetStatusBarStyle (UIStatusBarStyle.Default, false); // Now show the status bar, but animate to the style. app.SetStatusBarHidden (false, true); //Configure and enable the accelerometer UIAccelerometer.SharedAccelerometer.UpdateInterval = 1.0f / AccelerometerFrequency; UIAccelerometer.SharedAccelerometer.Acceleration += OnAccelerated; //Show the window window.MakeKeyAndVisible (); return true; }
public override void FinishedLaunching (UIApplication app) { RectangleF rect = UIScreen.MainScreen.ApplicationFrame; //Create a full-screen window window = new UIWindow (UIScreen.MainScreen.Bounds); window.BackgroundColor = UIColor.Black; //Create the OpenGL drawing view and add it to the window drawingView = new PaintingView (new RectangleF (rect.Location, rect.Size)); window.AddSubview (drawingView); // Create a segmented control so that the user can choose the brush color. UISegmentedControl segmentedControl = new UISegmentedControl (new[]{ UIImage.FromFile ("Red.png"), UIImage.FromFile ("Yellow.png"), UIImage.FromFile ("Green.png"), UIImage.FromFile ("Blue.png"), UIImage.FromFile ("Purple.png"), }); // Compute a rectangle that is positioned correctly for the segmented control you'll use as a brush color palette RectangleF frame = new RectangleF (rect.X + LeftMarginPadding, rect.Height - PaletteHeight - TopMarginPadding, rect.Width - (LeftMarginPadding + RightMarginPadding), PaletteHeight); segmentedControl.Frame = frame; // When the user chooses a color, the method changeBrushColor: is called. segmentedControl.ValueChanged += ChangeBrushColor; segmentedControl.ControlStyle = UISegmentedControlStyle.Bar; // Make sure the color of the color complements the black background segmentedControl.TintColor = UIColor.DarkGray; // Set the third color (index values start at 0) segmentedControl.SelectedSegment = 2; // Add the control to the window window.AddSubview (segmentedControl); // Now that the control is added, you can release it // [segmentedControl release]; float r, g, b; // Define a starting color HslToRgb (2.0f / PaletteSize, PaintingView.Saturation, PaintingView.Luminosity, out r, out g, out b); // Set the color using OpenGL GL.Color4 (r, g, b, PaintingView.BrushOpacity); //Show the window window.MakeKeyAndVisible (); // Look in the Info.plist file and you'll see the status bar is hidden // Set the style to black so it matches the background of the application app.SetStatusBarStyle (UIStatusBarStyle.BlackTranslucent, false); // Now show the status bar, but animate to the style. app.SetStatusBarHidden (false, true); //Configure and enable the accelerometer UIAccelerometer.SharedAccelerometer.UpdateInterval = 1.0f / AccelerometerFrequency; UIAccelerometer.SharedAccelerometer.Acceleration += OnAccelerated; }