Properties that change from how XNA works by default
        public override void BeforeInitialize()
        {
            var currentOrientation = AndroidCompatibility.GetAbsoluteOrientation();

            switch (Game.Activity.Resources.Configuration.Orientation)
            {
            case Android.Content.Res.Orientation.Portrait:
                this._gameWindow.SetOrientation(currentOrientation == DisplayOrientation.PortraitDown ? DisplayOrientation.PortraitDown : DisplayOrientation.Portrait, false);
                break;

            default:
                this._gameWindow.SetOrientation(currentOrientation == DisplayOrientation.LandscapeRight ? DisplayOrientation.LandscapeRight : DisplayOrientation.LandscapeLeft, false);
                break;
            }
            base.BeforeInitialize();
            _gameWindow.GameView.TouchEnabled = true;
        }
Esempio n. 2
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        public override void OnOrientationChanged(int orientation)
        {
            if (orientation == OrientationEventListener.OrientationUnknown)
            {
                return;
            }

            // Avoid changing orientation whilst the screen is locked
            if (ScreenReceiver.ScreenLocked)
            {
                return;
            }

            // Check if screen orientation is locked by user: if it's locked, do not change orientation.
            try
            {
                if (Settings.System.GetInt(Application.Context.ContentResolver, "accelerometer_rotation") == 0)
                {
                    return;
                }
            }
            catch (Settings.SettingNotFoundException)
            {
                // Do nothing (or log warning?). In case android API or Xamarin do not support this Android system property.
            }

            var disporientation = AndroidCompatibility.GetAbsoluteOrientation(orientation);

            // Only auto-rotate if target orientation is supported and not current
            AndroidGameWindow gameWindow = (AndroidGameWindow)Game.Instance.Window;

            if ((gameWindow.GetEffectiveSupportedOrientations() & disporientation) != 0 &&
                disporientation != gameWindow.CurrentOrientation)
            {
                gameWindow.SetOrientation(disporientation, true);
            }
        }
Esempio n. 3
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        public override void OnOrientationChanged(int orientation)
        {
            if (orientation == OrientationEventListener.OrientationUnknown)
            {
                return;
            }

            // Avoid changing orientation whilst the screen is locked
            if (ScreenReceiver.ScreenLocked)
            {
                return;
            }

            var disporientation = AndroidCompatibility.GetAbsoluteOrientation(orientation);

            // Only auto-rotate if target orientation is supported and not current
            AndroidGameWindow gameWindow = (AndroidGameWindow)Game.Instance.Window;

            if ((gameWindow.GetEffectiveSupportedOrientations() & disporientation) != 0 &&
                disporientation != gameWindow.CurrentOrientation)
            {
                gameWindow.SetOrientation(disporientation, true);
            }
        }