public StorageHandler() { EasyStorageSettings.SetSupportedLanguages(EasyStorage.Language.English); HighScores = new HighScores(); Settings = new Settings(); #if WINDOWS saveDevice = new PCSaveDevice("Leximo"); useStorage = true; GetHighScoresFromDevice(); //sharedSaveDevice = saveDevice; #else // add the GamerServicesComponent // create and add our SaveDevice sharedSaveDevice = new SharedSaveDevice("Leximo"); //Components.Add(sharedSaveDevice); // hook an event for when the device is selected sharedSaveDevice.DeviceSelected += (s, e) => GetHighScoresFromDevice(); // hook two event handlers to force the user to choose a new device if they cancel the // device selector or if they disconnect the storage device after selecting it sharedSaveDevice.DeviceSelectorCanceled += new EventHandler<SaveDeviceEventArgs>(sharedSaveDevice_DeviceSelectorCanceled);//(s, e) => e.Response = SaveDeviceEventResponse.Prompt; sharedSaveDevice.DeviceDisconnected += new EventHandler<SaveDeviceEventArgs>(sharedSaveDevice_DeviceDisconnected); //(s, e) => e.Response = SaveDeviceEventResponse.Prompt; // prompt for a device on the next Update // make sure we hold on to the device saveDevice = sharedSaveDevice; #endif }
private void PromptMe() { // we can set our supported languages explicitly or we can allow the // game to support all the languages. the first language given will // be the default if the current language is not one of the supported // languages. this only affects the text found in message boxes shown // by EasyStorage and does not have any affect on the rest of the game. EasyStorageSettings.SetSupportedLanguages(Language.French, Language.Spanish); // on Windows Phone we use a save device that uses IsolatedStorage // on Windows and Xbox 360, we use a save device that gets a //shared StorageDevice to handle our file IO. #if WINDOWS_PHONE saveDevice = new IsolatedStorageSaveDevice(); Global.SaveDevice = saveDevice; // we use the tap gesture for input on the phone TouchPanel.EnabledGestures = GestureType.Tap; #else // create and add our SaveDevice SharedSaveDevice sharedSaveDevice = new SharedSaveDevice(); ScreenManager.Game.Components.Add(sharedSaveDevice); // make sure we hold on to the device saveDevice = sharedSaveDevice; // hook two event handlers to force the user to choose a new device if they cancel the // device selector or if they disconnect the storage device after selecting it sharedSaveDevice.DeviceSelectorCanceled += (s, e) => e.Response = SaveDeviceEventResponse.Force; sharedSaveDevice.DeviceDisconnected += (s, e) => e.Response = SaveDeviceEventResponse.Force; // prompt for a device on the first Update we can sharedSaveDevice.PromptForDevice(); sharedSaveDevice.DeviceSelected += (s, e) => { //Save our save device to the global counterpart, so we can access it //anywhere we want to save/load GameSettings.SaveDevice = (SaveDevice)s; //Once they select a storage device, we can load the main menu. //You'll notice I hard coded PlayerIndex.One here. You'll need to //change that if you plan on releasing your game. I linked to an //example on how to do that but here's the link if you need it. //http://blog.nickgravelyn.com/2009/03/basic-handling-of-multiple-controllers/ ScreenManager.AddScreen(new MainMenuScreen(), PlayerIndex.One); }; #endif #if XBOX // add the GamerServicesComponent ScreenManager.Game.Components.Add( new Microsoft.Xna.Framework.GamerServices.GamerServicesComponent(ScreenManager.Game)); #endif }
public DataController() { SharedDatas = new Dictionary<string, SharedData>(); #if WINDOWS_PHONE SaveDevice = new IsolatedStorageSaveDevice(); #else Everyone = new SharedSaveDevice(); Everyone.DeviceSelectorCanceled += (s, e) => e.Response = SaveDeviceEventResponse.Force; Everyone.DeviceDisconnected += (s, e) => e.Response = SaveDeviceEventResponse.Force; Everyone.PromptForDevice(); #endif }
public Game1() { new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // we can set our supported languages explicitly or we can allow the // game to support all the languages. the first language given will // be the default if the current language is not one of the supported // languages. this only affects the text found in message boxes shown // by EasyStorage and does not have any affect on the rest of the game. EasyStorageSettings.SetSupportedLanguages(Language.French, Language.Spanish); // on PC we use a save that saves to the user's "Saved Games" folder instead // of using the Xna.Storage APIs // on Xbox, we use a save device that gets a shared StorageDevice to // handle our file IO. #if WINDOWS saveDevice = new PCSaveDevice("EasyStorageTestGame"); TestDevice(); #else // add the GamerServicesComponent Components.Add(new GamerServicesComponent(this)); // create and add our SaveDevice SharedSaveDevice sharedSaveDevice = new SharedSaveDevice(); Components.Add(sharedSaveDevice); // hook an event for when the device is selected to run our test sharedSaveDevice.DeviceSelected += (s, e) => TestDevice(); // hook two event handlers to force the user to choose a new device if they cancel the // device selector or if they disconnect the storage device after selecting it sharedSaveDevice.DeviceSelectorCanceled += (s, e) => e.Response = SaveDeviceEventResponse.Force; sharedSaveDevice.DeviceDisconnected += (s, e) => e.Response = SaveDeviceEventResponse.Force; // prompt for a device on the first Update we can sharedSaveDevice.PromptForDevice(); // make sure we hold on to the device saveDevice = sharedSaveDevice; #endif }
protected override void Initialize() { // we can set our supported languages explicitly or we can allow the // game to support all the languages. the first language given will // be the default if the current language is not one of the supported // languages. this only affects the text found in message boxes shown // by EasyStorage and does not have any affect on the rest of the game. EasyStorageSettings.SetSupportedLanguages(Language.French, Language.Spanish); // on Windows Phone we use a save device that uses IsolatedStorage // on Windows and Xbox 360, we use a save device that gets a shared StorageDevice to handle our file IO. #if WINDOWS_PHONE saveDevice = new IsolatedStorageSaveDevice(); #else // create and add our SaveDevice SharedSaveDevice sharedSaveDevice = new SharedSaveDevice(); Components.Add(sharedSaveDevice); // make sure we hold on to the device saveDevice = sharedSaveDevice; // hook two event handlers to force the user to choose a new device if they cancel the // device selector or if they disconnect the storage device after selecting it sharedSaveDevice.DeviceSelectorCanceled += (s, e) => e.Response = SaveDeviceEventResponse.Force; sharedSaveDevice.DeviceDisconnected += (s, e) => e.Response = SaveDeviceEventResponse.Force; // prompt for a device on the first Update we can sharedSaveDevice.PromptForDevice(); #endif // we use the tap gesture for input on the phone TouchPanel.EnabledGestures = GestureType.Tap; #if XBOX // add the GamerServicesComponent Components.Add(new Microsoft.Xna.Framework.GamerServices.GamerServicesComponent(this)); #endif // hook an event so we can see that it does fire saveDevice.SaveCompleted += new SaveCompletedEventHandler(saveDevice_SaveCompleted); base.Initialize(); }
public void Initialize(Game game) { // create the save device SharedSaveDevice sharedSaveDevice = new SharedSaveDevice(); game.Components.Add(sharedSaveDevice); saveDevice = sharedSaveDevice; // create event handlers that force the user to choose a new device // if they cancel the device selector, or it they disconnect the storage // device after selecting it sharedSaveDevice.DeviceSelectorCanceled += (s, e) => e.Response = SaveDeviceEventResponse.Nothing; sharedSaveDevice.DeviceDisconnected += (s, e) => e.Response = SaveDeviceEventResponse.Prompt; // prompt for a device on the first update we can sharedSaveDevice.PromptForDevice(); #if XBOX game.Components.Add(new GamerServicesComponent(game)); #endif saveDevice.SaveCompleted += new SaveCompletedEventHandler(saveDevice_SaveCompleted); saveDevice.LoadCompleted += new LoadCompletedEventHandler(saveDevice_LoadCompleted); }
public override void LoadContent(ContentManager _content) { base.LoadContent(_content); TransitionOnTime = TimeSpan.FromSeconds(0f); TransitionOffTime = TimeSpan.FromSeconds(0f); LevelDataManager.UItextures.TryGetValue("Title", out menuTitleGraphic); isMenuTitleGraphic = true; menuTitleGraphicScale = 1.0f; textLength = ScreenManager.font.MeasureString(text) * textscale; video = LevelDataManager.tempContent.Load<Video>(@"Video\pw_intro2"); player = new VideoPlayer(); player.Play(video); // we can set our supported languages explicitly or we can allow the // game to support all the languages. the first language given will // be the default if the current language is not one of the supported // languages. this only affects the text found in message boxes shown // by EasyStorage and does not have any affect on the rest of the game. EasyStorageSettings.SetSupportedLanguages(Language.English, Language.French, Language.Spanish, Language.German, Language.Italian, Language.Japanese); // on Windows and Xbox 360, we use a save device that gets a //shared StorageDevice to handle our file IO. // create and add our SaveDevice sharedSaveDevice = new SharedSaveDevice(); ScreenManager.Game.Components.Add(sharedSaveDevice); // make sure we hold on to the device saveDevice = sharedSaveDevice; LevelDataManager.SaveDevice = saveDevice; // hook two event handlers to force the user to choose a new device if they cancel the // device selector or if they disconnect the storage device after selecting it sharedSaveDevice.DeviceSelectorCanceled += (s, e) => e.Response = SaveDeviceEventResponse.Force; sharedSaveDevice.DeviceDisconnected += (s, e) => e.Response = SaveDeviceEventResponse.Force; #if XBOX // add the GamerServicesComponent ScreenManager.Game.Components.Add( new Microsoft.Xna.Framework.GamerServices.GamerServicesComponent(ScreenManager.Game)); #endif sharedSaveDevice.DeviceSelected += (s, e) => { LoadOptions(); LevelDataManager.ReadSaveGameData(); isPrompt = true; }; }
/// <summary> /// Initialize required components for saving game. /// This method is not called at the same moment if you're on PC or Xbox /// </summary> public void InitSaveDevice() { #if XBOX EasyStorageSettings.SetSupportedLanguages(Language.French, Language.Spanish, Language.English, Language.German, Language.Japanese, Language.Italian); SharedSaveDevice sharedSaveDevice = new SharedSaveDevice(); Components.Add(sharedSaveDevice); TGPAContext.Instance.SaveDevice = sharedSaveDevice; sharedSaveDevice.DeviceSelectorCanceled += (s, e) => e.Response = SaveDeviceEventResponse.Force; sharedSaveDevice.DeviceDisconnected += (s, e) => e.Response = SaveDeviceEventResponse.Force; sharedSaveDevice.DeviceSelected += new EventHandler<EventArgs>(DeviceSelectedEventResponse); sharedSaveDevice.PromptForDevice(); #else context.Saver.Load(); #endif }