using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;

namespace XNA_Orientation1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        SpriteFont font;
        string strStatus = "Portrait";
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);

            Content.RootDirectory = "Content";
            //Portrait-Modus voreinstellen
            graphics.PreferredBackBufferWidth = 480;
            graphics.PreferredBackBufferHeight = 800;
            //Portrait & Landscape aktivieren
            graphics.SupportedOrientations = DisplayOrientation.Portrait 
                | DisplayOrientation.LandscapeLeft 
                | DisplayOrientation.LandscapeRight;
            //OrientationChanged Event verwenden
            this.Window.OrientationChanged += 
                new EventHandler<EventArgs>(Window_OrientationChanged);
            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);
        }

        void Window_OrientationChanged(object sender, EventArgs e)
        {
            //Aktuelle Orientierung auslesen
            switch (this.Window.CurrentOrientation)
            {
                case DisplayOrientation.Portrait:
                    strStatus = "Portrait";
                    break;
                case DisplayOrientation.LandscapeLeft:
                    strStatus = "LandscapeLeft";
                    break;
                case DisplayOrientation.LandscapeRight:
                    strStatus = "LandscapeRight";
                    break;
            }
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            font = Content.Load<SpriteFont>("SpriteFont1");
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            spriteBatch.DrawString(font, strStatus, new Vector2(), Color.Red);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
