Updating more code
--HG-- branch : axios-newgsm
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494a128094
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@ -69,7 +69,7 @@ namespace Axios.Engine
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this.ScaleChanged(gameObject);
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this.ScaleChanged(gameObject);
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}
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}
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private void OnEvent(AxiosHandler e, AxiosGameScreen gameScreen, InputHelper input)
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private void OnEvent(AxiosHandler e, AxiosGameScreen gameScreen, InputState input)
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{
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{
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AxiosHandler handle = e;
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AxiosHandler handle = e;
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if (handle != null)
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if (handle != null)
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@ -334,7 +334,7 @@ namespace Axios.Engine
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}
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}
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}
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}
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public override void HandleInput(InputState input, GameTime gameTime)
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public override void HandleInput(GameTime gameTime, InputState input)
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{
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{
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base.HandleInput(input, gameTime);
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base.HandleInput(input, gameTime);
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@ -345,7 +345,7 @@ namespace Axios.Engine
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g.HandleInput(this, input, gameTime);
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g.HandleInput(this, input, gameTime);
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}
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}
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public override void UnloadContent()
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public override void Deactivate()
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{
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{
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base.UnloadContent();
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base.UnloadContent();
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//AxiosLog.Instance.AddLine("Memory usage before cleanup: " + GC.GetTotalMemory(true).ToString(), LoggingFlag.DEBUG);
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//AxiosLog.Instance.AddLine("Memory usage before cleanup: " + GC.GetTotalMemory(true).ToString(), LoggingFlag.DEBUG);
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@ -35,6 +35,7 @@ namespace GameStateManagement
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/// </summary>
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/// </summary>
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public abstract class GameScreen
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public abstract class GameScreen
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{
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{
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protected bool HasCursor = false;
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/// <summary>
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/// <summary>
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/// Normally when one screen is brought up over the top of another,
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/// Normally when one screen is brought up over the top of another,
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/// the first screen will transition off to make room for the new
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/// the first screen will transition off to make room for the new
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@ -146,6 +146,7 @@ namespace FarseerPhysics.SamplesFramework
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public void LoadContent()
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public void LoadContent()
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{
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{
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_cursorSprite = new Sprite(_manager.Content.Load<Texture2D>("Common/cursor"));
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_cursorSprite = new Sprite(_manager.Content.Load<Texture2D>("Common/cursor"));
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#if WINDOWS_PHONE
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#if WINDOWS_PHONE
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// virtual stick content
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// virtual stick content
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@ -62,8 +62,8 @@ namespace GameStateManagement
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public override void HandleInput(GameTime gameTime, InputState input)
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public override void HandleInput(GameTime gameTime, InputState input)
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{
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{
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//input.
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//input.
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if (input.KeyboardState.GetPressedKeys().Length > 0 ||
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if (input.CurrentKeyboardStates[0].GetPressedKeys().Length > 0 ||
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input.GamePadState.IsButtonDown(Buttons.A | Buttons.Start | Buttons.Back) ||
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input.CurrentGamePadStates[0].IsButtonDown(Buttons.A | Buttons.Start | Buttons.Back) ||
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input.MouseState.LeftButton == ButtonState.Pressed)
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input.MouseState.LeftButton == ButtonState.Pressed)
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{
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{
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_duration = TimeSpan.Zero;
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_duration = TimeSpan.Zero;
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@ -9,6 +9,7 @@
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#region Using Statements
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#region Using Statements
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using GameStateManagementSample;
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#endregion
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#endregion
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namespace GameStateManagement
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namespace GameStateManagement
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@ -9,6 +9,7 @@
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using System;
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using System;
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using GameStateManagement;
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using GameStateManagement;
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using GameStateManagementSample;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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namespace GameStateManagement
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namespace GameStateManagement
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@ -72,12 +72,13 @@ namespace GameStateManagement
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{
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{
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if (!Axios.Settings.ScreenSaver)
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if (!Axios.Settings.ScreenSaver)
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{
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{
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ContentManager man = new ContentManager(this.ScreenManager.Game.Services, "Content");
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DebugView = new DebugViewXNA(World);
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DebugView = new DebugViewXNA(World);
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DebugView.RemoveFlags(DebugViewFlags.Shape);
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DebugView.RemoveFlags(DebugViewFlags.Shape);
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DebugView.RemoveFlags(DebugViewFlags.Joint);
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DebugView.RemoveFlags(DebugViewFlags.Joint);
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DebugView.DefaultShapeColor = Color.White;
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DebugView.DefaultShapeColor = Color.White;
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DebugView.SleepingShapeColor = Color.LightGray;
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DebugView.SleepingShapeColor = Color.LightGray;
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DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.Content);
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DebugView.LoadContent(ScreenManager.GraphicsDevice, man);
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}
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}
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}
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}
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@ -18,6 +18,7 @@ using Microsoft.Xna.Framework.Input.Touch;
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using System.IO;
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using System.IO;
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using System.IO.IsolatedStorage;
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using System.IO.IsolatedStorage;
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using System.Xml.Linq;
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using System.Xml.Linq;
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using FarseerPhysics.SamplesFramework;
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#endregion
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#endregion
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namespace GameStateManagement
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namespace GameStateManagement
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@ -37,7 +38,7 @@ namespace GameStateManagement
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List<GameScreen> screens = new List<GameScreen>();
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List<GameScreen> screens = new List<GameScreen>();
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List<GameScreen> tempScreensList = new List<GameScreen>();
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List<GameScreen> tempScreensList = new List<GameScreen>();
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InputState input = new InputState();
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InputState input;
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SpriteBatch spriteBatch;
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SpriteBatch spriteBatch;
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SpriteFont font;
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SpriteFont font;
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@ -47,11 +48,21 @@ namespace GameStateManagement
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bool traceEnabled;
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bool traceEnabled;
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/// <summary>
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/// Contains all the fonts avaliable for use.
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/// </summary>
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private SpriteFonts _spriteFonts;
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#endregion
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#endregion
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#region Properties
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#region Properties
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public SpriteFonts Fonts
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{
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get { return _spriteFonts; }
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}
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/// <summary>
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/// <summary>
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/// A default SpriteBatch shared by all the screens. This saves
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/// A default SpriteBatch shared by all the screens. This saves
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/// each screen having to bother creating their own local instance.
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/// each screen having to bother creating their own local instance.
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@ -107,6 +118,7 @@ namespace GameStateManagement
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// we must set EnabledGestures before we can query for them, but
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// we must set EnabledGestures before we can query for them, but
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// we don't assume the game wants to read them.
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// we don't assume the game wants to read them.
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TouchPanel.EnabledGestures = GestureType.None;
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TouchPanel.EnabledGestures = GestureType.None;
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this.input = new InputState(this);
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}
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}
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