// 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. UISegmentedControl segmentedControl = new UISegmentedControl(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"), }); // 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); // 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; //Show the window window.MakeKeyAndVisible(); return(true); }
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); IOSPlatform.register(app, IOSPlatform.SupportedOrients.PORTRAITS); PlayN.run(new AlgebraGame()); return(true); }
// 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); }
public override bool FinishedLaunching(UIApplication app, NSDictionary options) { global::Xamarin.Forms.Forms.Init(); PlatformServices.Init(); // Code for starting up the Xamarin Test Cloud Agent #if ENABLE_TEST_CLOUD Xamarin.Calabash.Start(); #endif PlatformServices.UpdateVersionPreference(); #if DEBUG (null as IOnlineContextConfiguration).HttpClient(() => { var handler = new HttpMessageHandlerWrapper(); handler.RequestLog += Console.WriteLine; return(new HttpClient(handler)); }); #endif LoadApplication(new App()); app.SetStatusBarHidden(false, false); return(base.FinishedLaunching(app, options)); }
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); 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); var pf = IOSPlatform.register(app, IOSPlatform.SupportedOrients.PORTRAITS); pf.assets().setPathPrefix("assets"); PlayN.run(new Box2DTest()); 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); 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); 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.LANDSCAPES; IOSPlatform platform = IOSPlatform.register(app, config); IOSTPPlatform.register(platform); PlayN.run(new TripleDemo()); 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 (); } }
public override bool FinishedLaunching(UIApplication app, NSDictionary options) { app.SetStatusBarHidden(false, true); Window = new UIWindow(UIScreen.MainScreen.Bounds); var setup = new Setup(this, Window); setup.Initialize(); var startup = Mvx.Resolve <IMvxAppStart>(); startup.Start(); Window.MakeKeyAndVisible(); return(true); }
// 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; }
// This method is invoked when the application has loaded its UI and its ready to run public override bool FinishedLaunching(UIApplication app, NSDictionary options) { app.SetStatusBarHidden(true, false); m_Engine = new Engine(this); m_Engine.Start(); ApplyGreenScreenStyle(); if (window.Bounds.Width > 600) { // increase font size for iPad TxtMain.Font = UIFont.FromName(TxtMain.Font.Name, 18.0f); } TxtMain.OnTouchesEnded += HandleTxtMainOnTouchesEnded; // If you have defined a view, add it here: window.AddSubview(navigationController.View); 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; }
public override bool FinishedLaunching(UIApplication app, NSDictionary options) { //init NavigationController var myMoodViewController = new MyMoodViewController(); this.navController = new UINavigationController(myMoodViewController); this.navController.SetNavigationBarHidden(true, false); if (app.RespondsToSelector(new Selector("setStatusBarHidden: withAnimation:"))) { app.SetStatusBarHidden(true, UIStatusBarAnimation.Fade); } else { app.SetStatusBarHidden(true, true); } //init db string version = NSBundle.MainBundle.ObjectForInfoDictionary("Version").ToString(); db = new MyMoodViciDbContext(version, null); NSNotificationCenter.DefaultCenter.AddObserver(this, new Selector("SyncDataAndNotifications"), "SyncDataAndNotifications", null); // create a new window instance based on the screen size window = new UIWindow(UIScreen.MainScreen.Bounds); CheckForGoLive(); this.ShowBadgeNumber(); startBackgroundThread(); var appState = ApplicationState.Current; if (version != appState.CurrentVersion && appState.ForceUpdate > 0) { UpdateRequiredViewController uc = new UpdateRequiredViewController(); navController.PushViewController(uc, true); } else { if (options != null) { NSString pId = new NSString("PromptId"); //Console.WriteLine("Launching with options - {0}", options); var startupLocalNotification = options.ValueForKey(UIApplication.LaunchOptionsLocalNotificationKey) as UILocalNotification; var startupRemoteNotification = options.ValueForKey(UIApplication.LaunchOptionsRemoteNotificationKey); if (startupLocalNotification != null && startupLocalNotification.UserInfo != null) { //Console.WriteLine("Local notification prompt recieved as option"); NSString promptId = (NSString)startupLocalNotification.UserInfo.ValueForKey(pId); myMoodViewController.promptID = promptId.ToString(); } else { //Console.WriteLine("Remote notification recieved as option"); myMoodViewController.EnteredViaRemoteNotification = true; } } } window.RootViewController = this.navController; // make the window visible window.MakeKeyAndVisible(); //Register for remote notifications UIApplication.SharedApplication.RegisterForRemoteNotificationTypes(UIRemoteNotificationType.Alert | UIRemoteNotificationType.Badge | UIRemoteNotificationType.Sound); 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; }
// 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; }
// This method is invoked when the application has loaded its UI and its ready to run public override bool FinishedLaunching(UIApplication app, NSDictionary options) { CGRect rect = UIScreen.MainScreen.ApplicationFrame; window.BackgroundColor = UIColor.Black; //Create the OpenGL drawing view and add it to the window drawingView = new PaintingView(new CGRect(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 CGRect(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); }