/// <summary> /// Loop through all the tests and save the images. /// </summary> /// <param name="gameTime">the game time.</param> protected override void Draw(GameTime gameTime) { base.Draw(gameTime); if (!ScreenShotAutomationEnabled) { return; } string testName; if (FrameGameSystem.AllTestsCompleted) { Exit(); } else if (FrameGameSystem.IsScreenshotNeeded(out testName)) { SaveBackBuffer(testName); } }
protected GameTestBase() { // Override the default graphic device manager GraphicsDeviceManager.Dispose(); GraphicsDeviceManager = new TestGraphicsDeviceManager(this) { PreferredBackBufferWidth = 800, PreferredBackBufferHeight = 480, PreferredDepthStencilFormat = PixelFormat.D24_UNorm_S8_UInt, DeviceCreationFlags = DeviceCreationFlags.Debug, PreferredGraphicsProfile = new[] { GraphicsProfile.Level_9_1 } }; Services.AddService <IGraphicsDeviceManager>(GraphicsDeviceManager); Services.AddService <IGraphicsDeviceService>(GraphicsDeviceManager); StopOnFrameCount = -1; AutoLoadDefaultSettings = false; FrameGameSystem = new FrameGameSystem(Services); GameSystems.Add(FrameGameSystem); // by default we want the same size for the back buffer on mobiles and windows. BackBufferSizeMode = BackBufferSizeMode.FitToDesiredValues; }