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FGF 0.1.2.0 Released with Gesture Recognition

New to the input engine within the Focused Games Framework is the gesture recognition capabilities, housed in the GestureTracker class. The gesture recognition class currently supports a small subset of the gestures I plan on supporting, but all are useful none-the-less. The included gestures are press, two fingered press, swipe, two fingered swipe, zoom and pinch. To use the gesture recognition, instantiate a GestureTracker object, add it to the IGame.Modules list and then listen to its GestureTracked even. You will also need an instance of the InputManager class added to the list of modules.

The following is a small sample taken from one of my games that handles some simple menu swiping (a full sample is on the way).

If you do happen to use FGF, I would love to hear what you think! Drop me a line via the Contact form or leave a comment here.

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private void OnGestureTracked(object sender, GestureArgs args)
{
    // If it wasn't a swipe, we don't care!
    if (args.Gesture != Gesture.Swipe) return;
 
    // Get the direction of the swipe to determine what way
    // the menus should move
    if (args.Direction.X < 0)
    {
        // If we are capped at the right side of the menus, return
        if (current == menus.Length - 1) return;
 
        // Transition the menus
        menus[current].Transition(Menu.MoveDir.OffToLeft);
 
        current++;
 
        menus[current].Transition(Menu.MoveDir.OnFromRight);
    }
    else
    {
        if (current == 0) return;
 
        menus[current].Transition(Menu.MoveDir.OffToRight);
 
        current--;
 
        menus[current].Transition(Menu.MoveDir.OnFromLeft);
    }
}

 Download FGF 0.1.2.0 Bin

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What is DMS?

During the last semester I was taking a class on ASP.NET where we formed teams to write a website from scratch. The website was a “project manager” that would help users maintain projects, employees and customers. Given my experience with ASP.NET prior to the class, my team hit the ground in a full on sprint. We hit a wall when it came time to bind the site’s controls to the data behind it, in this case a Microsoft SQL database. The problems weren’t associated with a lack of knowledge but rather the gross disconnect between interfaces and the data with which they associate. It is easy to think that a textbox on a page can represent a name, but how that name is actually filled in can be the most complicated process.

This is just one instance of running into issues with data. How many times have you used a converter of some sort to scrub data or used a validator to make sure it can be stored? How many times have you written the same try-catch block for the SqlConnection class? How many times have you written a statement with “XmlDocument” or an instance somewhere in the middle? I have come to realize that there within the .NET Framework, there are many classes to get all the work done, but they aren’t really put together in a unified way. When you look at all the data-oriented classes (e.g. System.Xml.*, System.Data.*) you will find that there is no grand picture. For some reason the framework architects didn’t take a step back and see a possibility to unify the approach to reaching, converting, validating and consuming data.

So what is DMS? In short, the Data Management System prototype is a look into how possible it is to unify the approach to using data and whether or not it can make a developer’s life easier. The first step is to consider open architectures that are highly extensible and configurable. The current version of the DMS Prototype is focusing on just that by experimenting with converting runtime objects to and from XML. The important part isn’t the conversion; XML serialization has been done to death before. The important part to take away is that the serialization is being done in an abstracted manner. It is trying to gain as much information as possible from as little information as possible. The fewer attributes a developer has to use and the more generic they are, the easier life will be.

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Fixing The XNA/Creators Forums

If you hate reading the XNA Forums because of the low contrast and overly wide style, there is good news. I have managed to rewrite a bit of the CSS to drastically increase the readability of threads. As an added bonus, your overall experience on the forum will be better. The modifications were done using the Personalized Web plugin for Chrome, but it works just as well in similar plugins for Firefox (I was testing in the Web Developer plugin).

After installing the plugin, open the Options page (through the Extensions menu item in Chrome) and add a rule for the forums that matches the url, http://forums.xna.com/forums/. Add the following CSS into the appropriate textbox and click the Save button.

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body, * { color: #3d3d3d; }
.CommonPagingArea { color: #2d2d2d; }
.ForumPostHeader { display: none; }
.CommonDescription { margin-left: 0px; background: none; }
.XnaCgp_small_CreatorRollUp_Container { float: none; }
.XnaCgp_small_CreatorRollUp_Forums a { display: inline; }
ul.ForumPostUserPropertyList { width: 160px; }
ul.ForumPostUserPropertyList li { margin-left: 0px; }
a, a:link, a:visited, a:active  { color: #0A67A3; }
a:hover { color: #000; }
.XnaCgp_CSCommonTitle { background: #efefef; color: #000; }
div.XnaCgp_shell_wide_body { width: 960px; margin: 0px auto; }
div.ForumPostArea, div.ForumPostArea table tr, div.ForumPostArea table tr td { background: #efefef; }
.ForumPostUserArea { width: 150px; }
.ForumPostUserContent { width: 150px; }
td.ForumPostContentArea { background: #fefefe; }
td.ForumPostContentArea>table>tr>td { background: #fefefe; }
div.ForumPostBodyArea { background: #fefefe; }
div.ForumPostContentText { color: #3d3d3d; text-align: justify; background: #fefefe; font-size: 1.2em; }
div.ForumPostTitleArea { background: #fefefe; border: 0px; border-bottom: dashed 1px #8d8d8d; }
div.ForumPostTitleArea>h4 { font-size: 1.2em; color: #2d2d2d; }

Now just browse to a post and check out the changes. There are many more changes you can make, and some optimizations in the CSS so have at it.

That’s Twitterific!

Are you new to Twitter? Are you looking for some interesting people to follow? What follows is an introduction to who you should be following on Twitter. It is by no means a complete compilation of who I think is important but rather the beginning.

  • XNA MVP List

    This is a compiled list of the XNA MVPs known to be twittering. If you are interested in XNA, you should be following these guys!

  • Michael Klucher

    Speaking of Klucher, he is the Lead Program Manager of the XNA Development Platform at Microsoft. Follow him for an interesting view of the daily life of a Microsoftie.

  • Paul Thurrott

    Best known for his website, Paul offers a fantastic viewpoint on the industry and is constantly on top of the latest products coming out of Redmond.

  • Bill Gates

    Gates is finally twittering! Follow him to stay up to date on his work and travels related to the Bill & Melinda Gates Foundation.

  • Shawn Hargreaves

    Shawn, famous for his cat based tutorials has one of the best XNA blogs out there. If you are an XNA developer and don’t know him, you’re living under a rock.

  • Sgt. Conker

    Keeping up to date on all things XNA can be a daunting task some times. Thankfully Sgt. Conker has got you covered! Follow these guys for the latest news, articles, videos and releases.

  • Ska Studios

    Dishwasher. Charlie Murder. GAME WITH ZOMBIES. What else needs to be said? The leader in XNA game development. Follow for news not just about their latest creation but gatos as well.

FGF: Modules, Not Components

As you no doubt saw in the writing of the Application class, FGF implements its own version of the XNA Framework’s component classes. The first major reason for doing so is that the builtin component classes require you to pass in a (Framework) Game object through the constructor. While this dependency can be circumvented by implementing the interfaces directly and supplying a manual workaround, the attempt is exactly that: a workaround. The second major reason for my implementation is that by controlling the interfaces and base classes, I can easily support more advanced situations such as the separation between initialization and content loading/unloading. You will see more of this later on when I modify the classes to support asynchronous content loading.

For now, the focus is being put on building a robust base for developers to start working with my framework. Because the goal is to fix the XNA Framework’s implementation, we begin with a simplification of the IGameComponent, IUpdateable and IDrawable interfaces. We combine these three into a single, multi-purpose interface, IModule.

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public interface IModule
{
    event EventHandler DrawOrderChanged;
    event EventHandler UpdateOrderChanged;
 
    void Initialize(IGame game);
 
    void Draw(GameTime gameTime);
    void Update(GameTime gameTime);
 
    int DrawOrder { get; }
    int UpdateOrder { get; }
 
    bool IsVisible { get; set; }
    bool IsEnabled { get; set; }
    bool IsInitialized { get; set; }
 
    IModule Parent { get; set; }
    ModuleCollection Modules { get; }
}

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FGF: A Collection Class with Events

For most purposes, the builtin collection classes supplied by the .NET Framework are terrific. They are simple and straight forward implementations that do exactly as you expect. But for our purposes, a collection class that fires events when the collection is changed is simply better and in some cases, necessary. For this class, we make the jump over to the FocusedGames.Collections namespace, maintained in the FocusedGames library.

Before writing the collection class itself, we need a delegate that can define how our events will work. Enter the CollectionChangedHandler delegate.

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public delegate void CollectionChangedHandler(object sender, CollectionChangedEventArgs args);

As you can see, we need to define the CollectionChangedEventArgs class itself. This is a simple class that has two properties. The two properties help listeners of the events to understand how the collection was changed.

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public class CollectionChangedEventArgs : EventArgs
{
    public CollectionChangedEventArgs()
    {
    }
 
    public CollectionChangedEventArgs(object item)
    {
        Item = item;
    }
 
    public CollectionChangedEventArgs(object item, int index)
        : this(item)
    {
        Index = index;
    }
 
    public object Item { get; set; }
    public int Index { get; set; }
}

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FGF: A Base Class For INotifyPropertyChanged

One piece of functionality I consistently find myself writing and rewriting is the implementation of the INotifyPropertyChanged interface. This class, located in the main FGF library, makes that rewriting unnecessary by implementing it in an open way.

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public class NotifyPropertyChangedBase : INotifyPropertyChanged
{
    private bool isDirty = false;
 
    public event PropertyChangedEventHandler PropertyChanged;

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Linking To CSS Files In MasterPages

A common problem for beginning ASP.NET developers is relative linking to CSS files in a MasterPage file. As it turns out, this is incredibly easy as shown below. Even better is that it works in ASP.NET MVC!

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<link rel="Stylesheet" href="<%= ResolveUrl("css/Master.css") %>" type="text/css" media="screen" />

Two Thousand And Ten

It’s a new year and that means it is a time for changes, upgrades, resolutions, and new ideas! Last year was an awesome year for me. I completed my undergraduate career and am now waiting for confirmation from my university. I also completed my first major, professional project (nymagic.com) and learned a lot in doing so. In the spirit of resolutions and renewals I have decided to consolidate my sites and really give them a complete revamping. Here is just some of what I am planning to accomplish this year.

jsedlak.org / jsedlak.com Revamp

I have decided to combine jsedlak.com and jsedlak.org into one site, bringing over content from jsedlak.com from previous years. I have also given it a complete redesign and brought over articles from the Focused Games site. Over the course of 2010 I plan to write more articles and blog posts related to XNA and ASP.NET as well as the usual topics. I have added a few pages, cleaned up others and removed the unnecessary ones in an attempt to make the site more useful to visitors.

focusedgames.com

I plan to move the site for Focused Games to an ASP.NET CMS (to be named) and use it primarily as a house for all content related to the Focused Games Framework. One primary feature of which will be a bug/suggestion database for the framework and any other projects I have published.

Cycling

Last year was my first year getting into the sport and I managed three centuries and a total of over 4200 miles. Unfortunately I do not believe I can top that this year but I am sure going to try. I have already been out once and plan to get out a lot more in January. The other cycling thing I did last year was enter some races. I definitely plan to do this again and beat my previous times, but work may get in the way.

FGF: Oriented Drawing

After you’ve read about the Display Orientation features of FGF, a natural question to ask is “How do I draw and take input with a rotated display?” Fortunately FGF has some methods to help in this department that sit alongside the rotation methods and properties in the Application class.

Application.OrientedDisplaySize

If you need to draw something relative to the size of the screen, use the OrientedDisplaySize property of the Application class. This property differs from DisplaySize, which is used to change the actual size of the display, in that OrientatedDisplaySize reacts to the selected rotation of the display, set with the DisplayOrientation property.

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DisplaySize = new Vector2(272, 480);
DisplayOrientation = DisplayOrientation.Rotated;
 
Console.WriteLine(OrientedDisplaySize.ToString());

Because the display is set to be rotated (landscape on the Zune HD), the above code will actually print out a display size of (480, 272) rather than the standard (272, 480) size.

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