Basic working skeleton in OpenGL and UWP.
GitOrigin-RevId: 762b683654e20eb28346d9b2de7fbb8c826a2966
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<Import_RootNamespace>Jumpy.Shared</Import_RootNamespace>
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="$(MSBuildThisFileDirectory)KeyboardInput.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)JumpyGame.cs" />
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</ItemGroup>
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</Project>
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</Project>
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64
Jumpy.Shared/JumpyGame.cs
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64
Jumpy.Shared/JumpyGame.cs
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System.Collections.Generic;
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namespace Jumpy {
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public class JumpyGame : Game {
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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SpriteFont font;
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KeyboardInput keyboardInput = new KeyboardInput();
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public JumpyGame() {
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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}
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// Performs initialization that's needed before starting to run.
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protected override void Initialize() {
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base.Initialize();
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}
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// Called once per game. Loads all game content.
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protected override void LoadContent() {
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spriteBatch = new SpriteBatch(GraphicsDevice);
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font = Content.Load<SpriteFont>("font");
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}
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// Called once per game. Unloads all game content.
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protected override void UnloadContent() {
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// TODO: Unload any non ContentManager content here.
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}
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// Updates the game world.
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protected override void Update(GameTime gameTime) {
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keyboardInput.Update();
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List<Keys> keysDown = keyboardInput.NewKeysDown();
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//if (keysDown.Contains(Keys.F12))
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//{
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// SetFullScreen(!fullScreen);
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//}
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
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keysDown.Contains(Keys.Escape)) {
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Exit();
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}
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base.Update(gameTime);
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}
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// Called when the game should draw itself.
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protected override void Draw(GameTime gameTime) {
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GraphicsDevice.Clear(Color.CornflowerBlue);
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spriteBatch.Begin();
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spriteBatch.DrawString(font, "hello world", new Vector2(100, 100), Color.Black);
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spriteBatch.End();
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base.Draw(gameTime);
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}
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}
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}
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24
Jumpy.Shared/KeyboardInput.cs
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24
Jumpy.Shared/KeyboardInput.cs
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using Microsoft.Xna.Framework.Input;
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using System.Collections.Generic;
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namespace Jumpy {
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public class KeyboardInput {
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private KeyboardState oldState = Keyboard.GetState();
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private List<Keys> newKeysDown = new List<Keys>();
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public void Update() {
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KeyboardState newState = Keyboard.GetState();
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newKeysDown.Clear();
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foreach (Keys k in newState.GetPressedKeys()) {
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if (!oldState.IsKeyDown(k)) {
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newKeysDown.Add(k);
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}
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}
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oldState = newState;
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}
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public List<Keys> NewKeysDown() {
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return newKeysDown;
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}
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}
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}
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