Adding Monogame to the existing Xamarin project - cross-platform

A Xamarin newbie here. I have recently started developing a cross-platform mobile application using Xamarin with Visual Studio. There is now an idea to introduce an application framework to manage graphics and animations, such as Monogame. I've looked at the tutorials and it looks like that I had to start using Monogame from the beginning, as I couldn't find a way to use it with an existing project. So, I am wondering is there such a possibility at all?

How are you wishing to integrate it? It is possible to instantiate a Game class from a button touch or some other user input. From that you point on you are solely inside of MonoGame until the game is closed. The only issue i came across with this is removing the game and handing control back to the main application as this is not how MG was designed to be used.

Related

Is it possible to use platform native (Windows) XAML in Maui?

This is a bit of a continuation to How could one to merge resource dictionaries either dynamically or in compile time? (or to .NET MAUI: can we also have platform-specific XAML?).
I was reading https://learn.microsoft.com/en-us/windows/apps/design/style/xaml-theme-resources#the-xaml-type-ramp to see about Fluent design guidelines. Then I thought about applying them to Maui. Using "the technique of merge dictionaries" I thought that maybe it's possible to take Windows native XAML from https://github.com/microsoft/microsoft-ui-xaml/blob/cb181acede22577c59c5dc250361d3340252f4e9/dev/CommonStyles/TextBlock_themeresources.xaml#L21 and put that to Windows only XAML.
But of course that does not work like that, since eventually the Maui XAML compiler and Maui application load the XAML and they do not recognize that. Even if it would involve only Windows platform.
But I wonder if someone knows to tell if it is possible (or not) use Windows native XAML like that?
I suspect the answer is similar to Can I use existing WinUI3 controls in MAUI project?, but I'll ask explicitly in any case.
No; that wouldn't make sense:
WIndows XAML represents WinUI 3 controls (part of Windows App SDK), and their properties. Many properties are specific to Windows.
Maui XAML has its own cross-platform controls. These are designed to be easily mapped to native controls on different platforms.
This is sort-of-like asking if iOS APIs can be used on Android. Not compatible.
Though the differences are not as extreme as between iOS and Android; see next section.
OTOH, there are strong similarities in some features between all XAMLs (WPF, Xamarin.Forms/Maui, Windows): XAML Standard; XAML dialect alignment.
That doc explains the situation; Microsoft did not succeed in making a "common subset" that all XAMLs would support.
But they did identify differences, and have made a few additions here and there to increase similarity.

Panorama Control in Universal Windows App

I´m wondering if there´s a way to implement the Panorama Control from Windows phone 8 into Microsofts new universal Windows platform. The look and feel of the Panorama Control is great and I really can´t figure out why Microsoft didn´t implement this Control into UWP.
Actually I´m new to UWP (Coded WinForms Projects, only) and I´m looking for some layouting Standards which can help me to create applications for multiple devices.
In UWP you can use Hub or Pivot controls
Take a look at Navigation design basics for UWP apps

How to implement Camera function in windows forms?

I'm working in a proyect in VB.NET who will run in .net frameworks 4.5 (windows 8.1).
I need to implement a function to add the posibility to take pictures INSIDE my application.
Can anyone help me saying what's the right way to implement?
(What class,functions,interfacts to use..etc

Windows 8 store app development without touch screen

I've started doing Windows 8 Store app development for some projects at work, but I do not have a touch screen device of my own at home. If I write a personal app for submission to the store, I must use my own hardware since I can't use the work computers for personal projects. My concern is getting into a situation where I submit an app to the store, then have touch-screen users describing issues that I can't replicate on a non-touch-screen device.
Are there any functions or capabilities or interactions that behave differently in a Windows 8 store app when using touch vs. using only a mouse? Are there any scenarios I could encounter where I would be at a loss to reproduce or troubleshoot a user's problems if I do not have a touch screen?
As Konstantin suggested, a tablet is strongly recommended.
The next best thing is to use the device simulator in Visual Studio. It will let you change screen sizes, and allows you to simulate basic touch gestures with the mouse. This MSDN link has more info: Testing Windows 8 apps using Visual Studio 2012
Microsoft have introduced events that are pointer agnostic meaning that they should function the same way regardless of whether you are using a touchscreen, a mouse or a pen. Those are the MSPointer events. Here's some documentation. Using event handlers for these events mean that you should not be getting complaints from users about the touch friendliness of your application. However I still strongly suggest that you acquire a surface and test your application on it. Not just for the touch friendliness but also because of performance differences.

Can you attach a drawer to another application in Cocoa?

Is there a way for one Cocoa application to attach drawer-like windows to another application? We might for example want a terminal drawer that followed around a particular Finder window.
There is a program called DTerm that opens little transparent windows over Finder windows, but one might prefer persistence.
You may want to checkout SIMBL. It allows you to write nifty bundles that are loaded into the application your targeting. If you go along with it I'd reccomend using class dump to gather more information on the application your working with (although Im not sure it would work with Finder)