using Android.App; using Android.Content; using Android.Content.PM; using Android.Net; using Android.OS; using Android.Views; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; using MLEM.Extensions; using MLEM.Misc; namespace Demos.Android { [Activity( Label = "@string/app_name", MainLauncher = true, Icon = "@drawable/icon", AlwaysRetainTaskState = true, LaunchMode = LaunchMode.SingleInstance, ScreenOrientation = ScreenOrientation.UserLandscape, ConfigurationChanges = ConfigChanges.Orientation | ConfigChanges.Keyboard | ConfigChanges.KeyboardHidden | ConfigChanges.ScreenSize )] public class Activity1 : AndroidGameActivity { private GameImpl game; private View view; protected override void OnCreate(Bundle bundle) { base.OnCreate(bundle); // render under notches if (Build.VERSION.SdkInt >= BuildVersionCodes.P) this.Window.Attributes.LayoutInDisplayCutoutMode = LayoutInDisplayCutoutMode.ShortEdges; MlemPlatform.Current = new MlemPlatform.Mobile(KeyboardInput.Show, l => this.StartActivity(new Intent(Intent.ActionView, Uri.Parse(l)))); this.game = new GameImpl(); // reset MlemGame width and height to use device's aspect ratio this.game.GraphicsDeviceManager.ResetWidthAndHeight(this.game.Window); // disable mouse handling for android to make emulator behavior more coherent this.game.OnLoadContent += game => game.InputHandler.HandleMouse = false; // set the game to fullscreen to cause the status bar to be hidden this.game.GraphicsDeviceManager.IsFullScreen = true; this.view = this.game.Services.GetService(typeof(View)) as View; this.SetContentView(this.view); this.game.Run(); } public override void OnWindowFocusChanged(bool hasFocus) { base.OnWindowFocusChanged(hasFocus); // hide the status bar if (hasFocus) this.Window.DecorView.SystemUiVisibility = (StatusBarVisibility) (SystemUiFlags.ImmersiveSticky | SystemUiFlags.LayoutStable | SystemUiFlags.LayoutHideNavigation | SystemUiFlags.LayoutFullscreen | SystemUiFlags.HideNavigation | SystemUiFlags.Fullscreen); } } }