Integrating Monogame with XAML Metro UI
If you're coming from the previous section, you now have a metro UI application project with blank page and also have monogame.windows8 library reference to the project. Now Let's fix some source code for the pages to get XAML working with monogame.Step01 ( Hacking App.xaml.cs file)
App.xaml.cs delivers the most important start point while rendering a particular page in Metro UI application.
I added gamePage and mainPage as a public variables as they become accessible from other classes to for page nagivations. Here is the source code for to see what it looks like for the final App.xaml.cs file.
sealed partial class App : Application
{
public ContentManager Content { get; set; }
public GameServiceContainer Services { get; set; }
public GamePage gamePage;
public MainPage mainPage;
public Frame RootFrame { get; set; }
/// <summary>
/// Initializes the singleton application object. This is the first line of authored code
/// executed, and as such is the logical equivalent of main() or WinMain().
/// </summary>
public App()
{
this.InitializeComponent();
this.InitializeXNA();
this.Suspending += OnSuspending;
}
private void InitializeXNA()
{
// Create the service provider
Services = new GameServiceContainer();
// Add the graphics device manager.
Services.AddService(typeof(IGraphicsDeviceService), new SharedGraphicsDeviceManager());
// Create the ContentManager so the application can load precompiled assets
Content = new ContentManager(Services, "GameAssets");
Content.RootDirectory = "Content";
}
/// <summary>
/// Invoked when the application is launched normally by the end user. Other entry points
/// will be used when the application is launched to open a specific file, to display
/// search results, and so forth.
/// </summary>
/// <param name="args">Details about the launch request and process.</param>
protected override void OnLaunched(LaunchActivatedEventArgs args)
{
// Do not repeat app initialization when already running, just ensure that
// the window is active
if (args.PreviousExecutionState == ApplicationExecutionState.Running)
{
Window.Current.Activate();
return;
}
if (args.PreviousExecutionState == ApplicationExecutionState.Terminated)
{
//TODO: Load state from previously suspended application
}
// Create a Frame to act navigation context and navigate to the first page
var rootFrame = new Frame();
if (!rootFrame.Navigate(typeof(MainPage)))
{
throw new Exception("Failed to create initial page");
}
//Create a new game page
gamePage = new GamePage();
// Place the frame in the current Window and ensure that it is active
Window.Current.Content = rootFrame;
Window.Current.Activate();
}
/// <summary>
/// Invoked when application execution is being suspended. Application state is saved
/// without knowing whether the application will be terminated or resumed with the contents
/// of memory still intact.
/// </summary>
/// <param name="sender">The source of the suspend request.</param>
/// <param name="e">Details about the suspend request.</param>
private void OnSuspending(object sender, SuspendingEventArgs e)
{
var deferral = e.SuspendingOperation.GetDeferral();
//Data.UlozData();
//TODO: Save application state and stop any background activity
deferral.Complete();
}
}
Step02 ( Modifying MainPage.xaml.cs)
I added a new button inside MainPage.xaml using Editor and named it btnStartGame. The following code illustrate how to store mainPage reference so it can be accessed from the game page too. It also implements the navigation to actual game page which actuall doesn't use page frame as it's base method.
public sealed partial class MainPage : Page
{
public MainPage()
{
//Store reference of this page for the app
((App)App.Current).mainPage = this;
this.Loaded += MainPage_Loaded;
this.InitializeComponent();
}
void MainPage_Loaded(object sender, RoutedEventArgs e)
{
}
/// <summary>
/// Invoked when this page is about to be displayed in a Frame.
/// </summary>
/// <param name="e">Event data that describes how this page was reached. The Parameter
/// property is typically used to configure the page.</param>
protected override void OnNavigatedTo(NavigationEventArgs e)
{
}
private void btnStartGame_Click(object sender, RoutedEventArgs e)
{
//Navigate to Game Page
var gamePage = ((App)App.Current).gamePage;
Window.Current.Content = gamePage;
Window.Current.Activate();
}
}
Step03 ( Fixing the GamePage.xaml file)
Now let's create a new blank page called GamePage.xaml and in the .xaml source file add the following SwapChainBackgroundPanel to its source file
<SwapChainBackgroundPanel x:Class="MonoGameAndXAML.GamePage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:MonoGameAndXAML"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d" >
<Button x:Name="btnBack" Content="Go Back" HorizontalAlignment="Left" Margin="562,326,0,0" VerticalAlignment="Top" Click="btnBack_Click"/>
</SwapChainBackgroundPanel>
Step04 ( Finalising the GamePage.xaml.cs file)
GamePage.xaml.cs takes place the rendering stuffs for the monogame framework. If you're familiar with XNA framework, it won't be difficult at all to port your XNA game for WinRT platform. Here is the final source of rendering the background image using monogame framework and a button using actual WinRT Metro UI. You can request the complete source code and project folder via facebook message @
https://www.facebook.com/pages/Game-Development-Resources/147251618745857
public sealed partial class GamePage : SwapChainBackgroundPanel
{
GameTimer gameTimer;
SharedGraphicsDeviceManager manager;
Vector2 screenSizePixel;
ContentManager content;
bool loaded = false;
SpriteBatch spriteBatch;
Texture2D Back_Menu;
public GamePage()
{
this.Loaded += MainPage_Loaded;
this.Unloaded += GamePage_Unloaded;
this.InitializeComponent();
}
void GamePage_Unloaded(object sender, RoutedEventArgs e)
{
UnloadContent();
}
void MainPage_Loaded(object sender, RoutedEventArgs e)
{
if (!loaded)
{
manager = SharedGraphicsDeviceManager.Current;
manager.PreferredBackBufferWidth = (int)this.ActualWidth;
manager.PreferredBackBufferHeight = (int)this.ActualHeight;
manager.SwapChainPanel = this;
manager.ApplyChanges();
gameTimer = new GameTimer();
gameTimer.UpdateInterval = TimeSpan.FromTicks(166666); // Variable frame rate
gameTimer.Update += OnUpdate;
gameTimer.Draw += OnDraw;
this.SizeChanged += GamePage_SizeChanged;
this.LostFocus += GamePage_LostFocus;
this.GotFocus += GamePage_GotFocus;
screenSizePixel = new Vector2((int)this.ActualWidth, (int)this.ActualHeight);
LoadContent();
loaded = true;
}
}
private void LoadContent()
{
spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);
content = ((App)App.Current).Content;
Back_Menu = content.Load<Texture2D>(@"Backgrounds/Back_Game");
gameTimer.Start();
}
private void UnloadContent()
{
Debug.WriteLine("Unloading contents");
gameTimer.Stop();
}
void GamePage_SizeChanged(object sender, SizeChangedEventArgs e)
{
screenSizePixel = new Vector2((int)this.ActualWidth, (int)this.ActualHeight);
manager.PreferredBackBufferWidth = (int)screenSizePixel.X;
manager.PreferredBackBufferHeight = (int)screenSizePixel.Y;
manager.ApplyChanges();
}
void GamePage_LostFocus(object sender, RoutedEventArgs e)
{
}
void GamePage_GotFocus(object sender, RoutedEventArgs e)
{
}
//Game Draw
private void OnDraw(object sender, GameTimerEventArgs e)
{
SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.Gray);
//Render the background
spriteBatch.Begin();
spriteBatch.Draw(Back_Menu, new Vector2(0, 0), Color.White);
spriteBatch.End();
}
//Game Update
private void OnUpdate(object sender, GameTimerEventArgs e)
{
}
//Goback to main page when the back button is pressed
private void btnBack_Click(object sender, RoutedEventArgs e)
{
var mainPage = ((App)App.Current).mainPage;
Window.Current.Content = mainPage;
Window.Current.Activate();
}
}
https://www.facebook.com/pages/Game-Development-Resources/147251618745857
public sealed partial class GamePage : SwapChainBackgroundPanel
{
GameTimer gameTimer;
SharedGraphicsDeviceManager manager;
Vector2 screenSizePixel;
ContentManager content;
bool loaded = false;
SpriteBatch spriteBatch;
Texture2D Back_Menu;
public GamePage()
{
this.Loaded += MainPage_Loaded;
this.Unloaded += GamePage_Unloaded;
this.InitializeComponent();
}
void GamePage_Unloaded(object sender, RoutedEventArgs e)
{
UnloadContent();
}
void MainPage_Loaded(object sender, RoutedEventArgs e)
{
if (!loaded)
{
manager = SharedGraphicsDeviceManager.Current;
manager.PreferredBackBufferWidth = (int)this.ActualWidth;
manager.PreferredBackBufferHeight = (int)this.ActualHeight;
manager.SwapChainPanel = this;
manager.ApplyChanges();
gameTimer = new GameTimer();
gameTimer.UpdateInterval = TimeSpan.FromTicks(166666); // Variable frame rate
gameTimer.Update += OnUpdate;
gameTimer.Draw += OnDraw;
this.SizeChanged += GamePage_SizeChanged;
this.LostFocus += GamePage_LostFocus;
this.GotFocus += GamePage_GotFocus;
screenSizePixel = new Vector2((int)this.ActualWidth, (int)this.ActualHeight);
LoadContent();
loaded = true;
}
}
private void LoadContent()
{
spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);
content = ((App)App.Current).Content;
Back_Menu = content.Load<Texture2D>(@"Backgrounds/Back_Game");
gameTimer.Start();
}
private void UnloadContent()
{
Debug.WriteLine("Unloading contents");
gameTimer.Stop();
}
void GamePage_SizeChanged(object sender, SizeChangedEventArgs e)
{
screenSizePixel = new Vector2((int)this.ActualWidth, (int)this.ActualHeight);
manager.PreferredBackBufferWidth = (int)screenSizePixel.X;
manager.PreferredBackBufferHeight = (int)screenSizePixel.Y;
manager.ApplyChanges();
}
void GamePage_LostFocus(object sender, RoutedEventArgs e)
{
}
void GamePage_GotFocus(object sender, RoutedEventArgs e)
{
}
//Game Draw
private void OnDraw(object sender, GameTimerEventArgs e)
{
SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.Gray);
//Render the background
spriteBatch.Begin();
spriteBatch.Draw(Back_Menu, new Vector2(0, 0), Color.White);
spriteBatch.End();
}
//Game Update
private void OnUpdate(object sender, GameTimerEventArgs e)
{
}
//Goback to main page when the back button is pressed
private void btnBack_Click(object sender, RoutedEventArgs e)
{
var mainPage = ((App)App.Current).mainPage;
Window.Current.Content = mainPage;
Window.Current.Activate();
}
}
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Any idea why I am getting this error:
ReplyDeleteAn exception of type 'System.IO.FileNotFoundException' occurred in MonoGameAndXAML.exe but was not handled in user code
which version of Visual Studio do you use to build the project? It should be on VS 2012 over Windows 8 Release Preview. And How do u actually try to run it? Did u try to run inside the VS project or actual .exe file?
ReplyDeleteVs2012 in windows 8
ReplyDeleteruning inside vs in simulater
oops.. that's weird.. I haven't face down this kind of problems before. Can you try installing the visual studio from the scratch as it may cause because of missing files.
ReplyDeletefollowing the instructions I'm getting a 'xamlMG.GamePage does not contain a definition of InitializeComponent. Any ideas?
ReplyDeleteThis comment has been removed by the author.
Deletein GamePage.xaml
Deleteyou have to set
x:Class="MonoGameAndXAML.GamePage"
to
x:Class="(your_project_namespace).GamePage"
Have you tried using the example full-source project?
ReplyDeleteAwesome. Thanks for the tutorial. Very easy to follow!
ReplyDelete