public ActionResult SystemPreferences(SystemPreferences preferences) { var path = _configuration["PlayStationClassic:SystemPreferencesPath"]; System.IO.File.WriteAllText(path, preferences.ToString()); return(View(preferences)); }
public override SystemPreferences GetSystemPreferences() { // Create or load the platform preferences. SystemPreferences preferences = new SystemPreferences(); preferences.EffectDetail = DetailPreference.High; preferences.LightingDetail = DetailPreference.High; preferences.ShadowDetail = DetailPreference.High; preferences.ShadowQuality = 1.0f; preferences.PostProcessingDetail = DetailPreference.High; preferences.TextureSampling = SamplingPreference.Anisotropic; preferences.MaxAnisotropy = 4; return preferences; }
public ActionResult SystemPreferences() { SystemPreferences preferences; try { var preferencesString = System.IO.File.ReadAllText(_configuration["PlayStationClassic:SystemPreferencesPath"]); preferences = new SystemPreferences(preferencesString); } catch { preferences = new SystemPreferences(); } return(View(preferences)); }
protected Application(string name, string contentDirectory, params Language[] supportedLanguages) { // set the game title Name = name; // set the default content directory Content.RootDirectory = contentDirectory; // set the static instance Instance = this; IsFixedTimeStep = true; TargetElapsedTime = TimeSpan.FromMilliseconds(1000d / 60d); EnableClearDevice = true; ClearDeviceColor = Color.Black; // create our GraphicsDeviceManager instance GraphicsDeviceManager = new GraphicsDeviceManager(this) { SynchronizeWithVerticalRetrace = true, #if !WINDOWS_PHONE PreferredBackBufferWidth = 1280, PreferredBackBufferHeight = 720, #else PreferredBackBufferWidth = 800, PreferredBackBufferHeight = 480, #endif }; GraphicsDeviceManager.PreparingDeviceSettings += (sender, e) => { #if WINDOWS // improves overall performance with dynamic shadows. e.GraphicsDeviceInformation. PresentationParameters. RenderTargetUsage = RenderTargetUsage.PlatformContents; #else // improves overall performance with dynamic shadows. e.GraphicsDeviceInformation. PresentationParameters. RenderTargetUsage = RenderTargetUsage.PreserveContents; #endif // Used for advanced edge cleanup. e.GraphicsDeviceInformation. PresentationParameters. DepthStencilFormat = DepthFormat.Depth24Stencil8; }; try { // create the SunBurn required SunBurnCoreSystem instance SunBurnCoreSystem = new SunBurnCoreSystem(Services, Content) { DetectOverSizedFrameBuffers = false }; } catch (Exception e) { Console.WriteLine(e.Message); } // create the SunBurn SunBurnSystemPreferences instance used when creating a new SceneInterface instance: defaults to average quality SunBurnSystemPreferences = new SystemPreferences { EffectDetail = DetailPreference.Medium, LightingDetail = DetailPreference.Medium, MaxAnisotropy = 4, PostProcessingDetail = DetailPreference.Medium, ShadowDetail = DetailPreference.Medium, ShadowQuality = 2.0f, TextureSampling = SamplingPreference.Anisotropic, }; // create and register InputManager instance for the game. new InputManager(this); // create and register StorageManager instance for the game. new StorageManager(this); StorageSettings.SetSupportedLanguages(supportedLanguages); // create our Thread pool Threads = new ThreadPool(); Window.ClientSizeChanged += (sender, args) => { Graphics.PreferredBackBufferWidth = Window.ClientBounds.Width; Graphics.PreferredBackBufferHeight = Window.ClientBounds.Height; Graphics.ApplyChanges(); }; }