Adding Deactivate event for when the screen leaves focus
Added flag to enable/disable moving camera with gamepad
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@ -140,6 +140,8 @@
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* - Adding dispose methods to AxiosFile objects
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* - Adding dispose methods to AxiosFile objects
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* - Adding extended log to AxiosLog
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* - Adding extended log to AxiosLog
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* - Fixing issue in CommandConsole where the first line would not be displayed
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* - Fixing issue in CommandConsole where the first line would not be displayed
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* - Adding Deactivate event for when the screen leaves focus
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* - Added flag to enable/disable moving camera with gamepad
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*
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*
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*/
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*/
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#endregion
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#endregion
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@ -330,9 +330,10 @@ namespace Axios.Engine
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public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
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public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
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{
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{
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if (otherScreenHasFocus)
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if (otherScreenHasFocus && !screenHidden)
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{
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{
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screenHidden = true;
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screenHidden = true;
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this.Deactivate();
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}
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}
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if (screenHidden && !otherScreenHasFocus)
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if (screenHidden && !otherScreenHasFocus)
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@ -508,7 +509,6 @@ namespace Axios.Engine
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{
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{
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//this.IsExiting = true;
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//this.IsExiting = true;
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//System.Diagnostics.Debugger.Break();
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//System.Diagnostics.Debugger.Break();
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base.Deactivate();
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ScreenState = GameStateManagement.ScreenState.TransitionOff;
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ScreenState = GameStateManagement.ScreenState.TransitionOff;
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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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foreach (AxiosGameObject g in _gameObjects)
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foreach (AxiosGameObject g in _gameObjects)
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@ -538,6 +538,7 @@ namespace Axios.Engine
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}
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}
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#endif
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#endif
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}
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}
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@ -104,6 +104,7 @@ namespace GameStateManagement
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* -- Nathan Adams [adamsna@datanethost.net] - 4/12/2012
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* -- Nathan Adams [adamsna@datanethost.net] - 4/12/2012
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*/
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*/
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public bool MoveCursorWithController = false;
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/*
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/*
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* Adding variables for the cursor
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* Adding variables for the cursor
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@ -391,7 +392,7 @@ namespace GameStateManagement
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// Update cursor
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// Update cursor
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Vector2 oldCursor = _cursor;
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Vector2 oldCursor = _cursor;
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if (CurrentGamePadStates[0].IsConnected && CurrentGamePadStates[0].ThumbSticks.Left != Vector2.Zero)
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if (CurrentGamePadStates[0].IsConnected && CurrentGamePadStates[0].ThumbSticks.Left != Vector2.Zero && MoveCursorWithController)
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{
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{
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Vector2 temp = CurrentGamePadStates[0].ThumbSticks.Left;
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Vector2 temp = CurrentGamePadStates[0].ThumbSticks.Left;
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_cursor += temp * new Vector2(300f, -300f) * (float)gameTime.ElapsedGameTime.TotalSeconds;
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_cursor += temp * new Vector2(300f, -300f) * (float)gameTime.ElapsedGameTime.TotalSeconds;
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