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CCGameView.Android.cs
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using System;
using System.Collections.Generic;
using System.Threading;
using Android.App;
using Android.OS;
using Android.Views;
using Android.Content;
using Android.Util;
using OpenTK;
using OpenTK.Platform.Android;
using OpenTK.Graphics;
using OpenTK.Graphics.ES20;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework;
namespace CocosSharp
{
public partial class CCGameView : AndroidGameView, View.IOnTouchListener, ISurfaceHolderCallback
{
bool startedRunning;
CCAndroidScreenReceiver screenLockHandler;
object androidViewLock = new object();
#region Android screen lock handling inner class
class CCAndroidScreenReceiver : BroadcastReceiver
{
bool previousPausedState;
CCGameView gameView;
public CCAndroidScreenReceiver(CCGameView view)
{
gameView = view;
}
public override void OnReceive(Context context, Intent intent)
{
if(intent.Action == Intent.ActionScreenOff)
OnLocked();
else if(intent.Action == Intent.ActionScreenOn)
{
KeyguardManager keyguard = (KeyguardManager)context.GetSystemService(Context.KeyguardService);
if (!keyguard.InKeyguardRestrictedInputMode())
OnUnlocked();
}
else if(intent.Action == Intent.ActionUserPresent)
OnUnlocked();
}
void OnLocked()
{
previousPausedState = gameView.Paused;
gameView.Paused = true;
}
void OnUnlocked()
{
gameView.Paused = previousPausedState;
}
}
#endregion Android screen lock handling inner class
#region Constructors
public CCGameView(Context context)
: base(context)
{
ViewInit();
}
public CCGameView(Context context, IAttributeSet attrs)
: base(context, attrs)
{
ViewInit();
}
void ViewInit()
{
RenderOnUIThread = false;
AutoSetContextOnRenderFrame = true;
RenderThreadRestartRetries = 100;
FocusableInTouchMode = true;
ContextRenderingApi = GLVersion.ES2;
}
#endregion Constructors
#region Initialisation
void PlatformInitialise()
{
var context = Android.App.Application.Context;
MediaLibrary.Context = context;
IntentFilter filter = new IntentFilter();
filter.AddAction(Intent.ActionScreenOff);
filter.AddAction(Intent.ActionScreenOn);
filter.AddAction(Intent.ActionUserPresent);
screenLockHandler = new CCAndroidScreenReceiver(this);
context.RegisterReceiver(screenLockHandler, filter);
Threading.mainThreadId = Thread.CurrentThread.ManagedThreadId;
Threading.GameView = this;
}
void PlatformInitialiseGraphicsDevice(ref PresentationParameters presParams)
{
}
void PlatformStartGame()
{
lock (androidViewLock)
{
Resume();
}
}
protected override void OnContextSet(EventArgs e)
{
lock (androidViewLock)
{
base.OnContextSet(e);
Initialise();
platformInitialised = true;
LoadGame();
}
}
protected override void CreateFrameBuffer()
{
// Fetch desired depth / stencil size
// Need to more robustly handle
lock (androidViewLock)
{
try
{
base.CreateFrameBuffer();
// Kick start the render loop
// In particular, graphics context is lazily created, so we need to start this up
// here so that the view is initialised correctly
if (!startedRunning)
{
Run();
startedRunning = true;
}
return;
} catch (Exception) {}
}
}
void InitialiseInputHandling()
{
InitialiseMobileInputHandling();
}
#endregion Initialisation
#region Cleaning up
protected override void OnContextLost(EventArgs e)
{
lock (androidViewLock)
{
base.OnContextLost (e);
if (graphicsDevice != null)
graphicsDevice.OnDeviceResetting ();
}
}
void PlatformDispose(bool disposing)
{
var context = Android.App.Application.Context;
context.UnregisterReceiver(screenLockHandler);
}
bool PlatformCanDisposeGraphicsDevice()
{
bool canDispose = true;
try {
MakeCurrent();
} catch (Exception) {
canDispose = false;
}
return canDispose;
}
#endregion Cleaning up
#region Run loop
void PlatformUpdatePaused()
{
if (Paused)
{
Pause();
ClearFocus();
}
else
{
Resume();
if (!IsFocused)
RequestFocus();
}
MobilePlatformUpdatePaused();
}
protected override void OnRenderFrame(FrameEventArgs e)
{
// Context is already set for us in AndroidGameView, so no need to set it again
base.OnRenderFrame(e);
if (Paused || GraphicsContext == null || GraphicsContext.IsDisposed)
return;
Draw();
PlatformPresent();
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
Tick();
}
void ProcessInput()
{
ProcessMobileInput();
}
#endregion Run loop
#region Rendering
void PlatformPresent()
{
if (Paused)
return;
try
{
if (graphicsDevice != null)
graphicsDevice.Present();
SwapBuffers();
}
catch (Exception ex)
{
Android.Util.Log.Error("Error in swap buffers", ex.ToString());
}
}
void ISurfaceHolderCallback.SurfaceDestroyed(ISurfaceHolder holder)
{
lock (androidViewLock)
{
Paused = true;
SurfaceDestroyed (holder);
}
}
void ISurfaceHolderCallback.SurfaceCreated(ISurfaceHolder holder)
{
lock (androidViewLock)
{
SurfaceCreated (holder);
Paused = false;
}
}
void ISurfaceHolderCallback.SurfaceChanged(ISurfaceHolder holder, Android.Graphics.Format format, int width, int height)
{
lock (androidViewLock)
{
SurfaceChanged (holder, format, width, height);
ViewSize = new CCSizeI (width, height);
viewportDirty = true;
}
}
#endregion Rendering
#region Touch handling
void PlatformUpdateTouchEnabled()
{
SetOnTouchListener(touchEnabled ? this : null);
}
bool IOnTouchListener.OnTouch(View v, MotionEvent e)
{
if (!TouchEnabled || Paused)
return true;
CCPoint position = new CCPoint(e.GetX(e.ActionIndex), e.GetY(e.ActionIndex));
int id = e.GetPointerId(e.ActionIndex);
switch (e.ActionMasked)
{
case MotionEventActions.Down:
case MotionEventActions.PointerDown:
AddIncomingNewTouch(id, ref position);
break;
case MotionEventActions.Up:
case MotionEventActions.PointerUp:
UpdateIncomingReleaseTouch(id);
break;
case MotionEventActions.Move:
for (int i = 0; i < e.PointerCount; i++)
{
id = e.GetPointerId(i);
position.X = e.GetX(i);
position.Y = e.GetY(i);
UpdateIncomingMoveTouch(id, ref position);
}
break;
case MotionEventActions.Cancel:
case MotionEventActions.Outside:
for (int i = 0; i < e.PointerCount; i++)
{
id = e.GetPointerId(i);
UpdateIncomingReleaseTouch(id);
}
break;
default:
break;
}
return true;
}
#endregion Touch handling
}
}