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MLEM/Demos.Android/Activity1.cs

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2.3 KiB
C#

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
this.view.SystemUiVisibility = (StatusBarVisibility) (SystemUiFlags.LayoutStable | SystemUiFlags.LayoutHideNavigation | SystemUiFlags.LayoutFullscreen | SystemUiFlags.HideNavigation | SystemUiFlags.Fullscreen | SystemUiFlags.ImmersiveSticky);
}
}
}