public WorldSettings() { WindowResolution = new Resolution(800, 600); GumpResolution = new Resolution(800, 600); IsMaximized = false; Mouse = new MouseSettings(MouseButton.Left, MouseButton.Right); AlwaysRun = false; }
private void SetGraphicsDeviceWidthHeight(Resolution resolution) { GraphicsDeviceManager.PreferredBackBufferWidth = resolution.Width; GraphicsDeviceManager.PreferredBackBufferHeight = resolution.Height; GraphicsDeviceManager.SynchronizeWithVerticalRetrace = Settings.Game.IsVSyncEnabled; GraphicsDeviceManager.ApplyChanges(); }
private void OnWindowSizeChanged(object sender, EventArgs e) { GameWindow window = (sender as GameWindow); Resolution resolution = new Resolution(window.ClientBounds.Width, window.ClientBounds.Height); // this only occurs when the world is active. Make sure that we don't reduce the window size // smaller than the world gump size. if (resolution.Width < Settings.World.GumpResolution.Width) resolution.Width = Settings.World.GumpResolution.Width; if (resolution.Height < Settings.World.GumpResolution.Height) resolution.Height = Settings.World.GumpResolution.Height; SetGraphicsDeviceWidthHeight(resolution); }