public static void SetDefaultDesignResolution( int width, int height, SceneResolutionPolicy sceneResolutionPolicy) { defaultDesignResolutionSize = new Point(width, height); defaultSceneResolutionPolicy = sceneResolutionPolicy; }
/// <summary> /// sets the default design size and resolution policy that new scenes will use. horizontal/verticalBleed are only relevant for BestFit. /// </summary> /// <param name="width">Width.</param> /// <param name="height">Height.</param> /// <param name="sceneResolutionPolicy">Scene resolution policy.</param> /// <param name="horizontalBleed">Horizontal bleed size. Used only if resolution policy is set to <see cref="SceneResolutionPolicy.BestFit"/>.</param> /// <param name="verticalBleed">Vertical bleed size. Used only if resolution policy is set to <see cref="SceneResolutionPolicy.BestFit"/>.</param> public static void SetDefaultDesignResolution(int width, int height, SceneResolutionPolicy sceneResolutionPolicy, int horizontalBleed = 0, int verticalBleed = 0) { _defaultDesignResolutionSize = new Point(width, height); _defaultSceneResolutionPolicy = sceneResolutionPolicy; if (_defaultSceneResolutionPolicy == SceneResolutionPolicy.BestFit) { _defaultDesignBleedSize = new Point(horizontalBleed, verticalBleed); } }
public void SetDesignResolution( int width, int height, SceneResolutionPolicy sceneResolutionPolicy) { this.DesignResolutionSize = new Point(width, height); this.resolutionPolicy = sceneResolutionPolicy; this.UpdateResolutionScaler(); }
/// <summary> /// sets the design size and resolution policy then updates the render textures /// </summary> /// <param name="width">Width.</param> /// <param name="height">Height.</param> /// <param name="sceneResolutionPolicy">Scene resolution policy.</param> /// <param name="horizontalBleed">Horizontal bleed size. Used only if resolution policy is set to <see cref="SceneResolutionPolicy.BestFit"/>.</param> /// <param name="verticalBleed">Horizontal bleed size. Used only if resolution policy is set to <see cref="SceneResolutionPolicy.BestFit"/>.</param> public void setDesignResolution(int width, int height, SceneResolutionPolicy sceneResolutionPolicy, int horizontalBleed = 0, int verticalBleed = 0) { _designResolutionSize = new Point(width, height); _resolutionPolicy = sceneResolutionPolicy; if (_resolutionPolicy == SceneResolutionPolicy.BestFit) { _designBleedSize = new Point(horizontalBleed, verticalBleed); } updateResolutionScaler(); }
public Scene() { entities = new EntityList( this ); renderableComponents = new RenderableComponentList(); content = new NezContentManager(); var cameraEntity = createEntity( "camera" ); camera = cameraEntity.addComponent( new Camera() ); if( Core.entitySystemsEnabled ) entityProcessors = new EntityProcessorList(); // setup our resolution policy. we'll commit it in begin _resolutionPolicy = defaultSceneResolutionPolicy; _designResolutionSize = defaultDesignResolutionSize; initialize(); }
/// <summary> /// sets the design size and resolution policy then updates the render textures /// </summary> /// <param name="width">Width.</param> /// <param name="height">Height.</param> /// <param name="sceneResolutionPolicy">Scene resolution policy.</param> public void setDesignResolution(int width, int height, SceneResolutionPolicy sceneResolutionPolicy) { _designResolutionSize = new Point(width, height); _resolutionPolicy = sceneResolutionPolicy; updateResolutionScaler(); }
//znznznznznznznznznznznzn // MainScene //znznznznznznznznznznznzn public MainScene() { policy = Scene.SceneResolutionPolicy.ExactFit; }