public ComponentManager(ContentManager contentManager, Microsoft.Xna.Framework.GraphicsDeviceManager graphicsDeviceManager) { _contentManager = contentManager; _resourceRepository = new ResourceRepository(new BasicResourceRepositoryConfiguration(), _contentManager); Font = _resourceRepository.GetFont(); _spaceShipTexture = _resourceRepository.GetTextureByType(typeof(SpaceShip)); var graphicsDevice = graphicsDeviceManager.GraphicsDevice; Configuration = new BasicGameConfiguration( _spaceShipTexture.Height, Font ); graphicsDeviceManager.PreferredBackBufferWidth = Configuration.ScreenSize.Width; graphicsDeviceManager.PreferredBackBufferHeight = Configuration.ScreenSize.Height; graphicsDeviceManager.ApplyChanges(); SpaceShip = new SpaceShip(Configuration, new Size(_spaceShipTexture.Width, _spaceShipTexture.Height)); _ballTexture = _resourceRepository.GetTextureByType(typeof(BasicBall)); BallRepository = new BallRepository(Configuration, new Size(_ballTexture.Width, _ballTexture.Height)); Balls = new List <IBall>(); _drawer = new ComponentDrawer(graphicsDevice, Font); Prizes = new List <IPrize>(); Shoots = new List <IShoot>(); MediaPlayer.Volume = .03f; }
public TestGame() { var graphics = new GraphicsDeviceManager(this) { GraphicsProfile = GraphicsProfile.HiDef, PreferredBackBufferWidth = 1440, PreferredBackBufferHeight = 900, SynchronizeWithVerticalRetrace = true, IsFullScreen = false }; graphics.PreparingDeviceSettings += graphics_PreparingDeviceSettings; Content.RootDirectory = "Content"; IsMouseVisible = true; IsFixedTimeStep = false; //TargetElapsedTime = TimeSpan.FromSeconds(1f / 30f); DisplayUI = true; Kernel = NinjectKernel.Instance; NinjectKernel.BindGame(this); Kernel.Settings.AllowNullInjection = true; _previousKeyboard = Keyboard.GetState(); _framerate = new StreamWriter(File.OpenWrite("framerate.csv")); Exiting += TestGame_Exiting; }
internal static void SetupCamera(Camera cameraToSetUp, Microsoft.Xna.Framework.GraphicsDeviceManager graphicsDeviceManager) { CameraSetup.graphicsDeviceManager = graphicsDeviceManager; ResetWindow(); ResetCamera(cameraToSetUp); FlatRedBall.FlatRedBallServices.GraphicsOptions.SizeOrOrientationChanged += HandleResolutionChange; }
/// <summary> /// Toggles whether or not the game window renders in fullscreen or windowed mode /// </summary> /// <param name="shouldApplyChanges">Whether or not to apply the graphics changes immediately.</param> public void ToggleFullscreen(bool shouldApplyChanges = true) { GraphicsDeviceManager.ToggleFullScreen(); if (shouldApplyChanges) { GraphicsDeviceManager.ApplyChanges(); } }
public void InitGraphicsDevice( Microsoft.Xna.Framework.GraphicsDeviceManager manager, Microsoft.Xna.Framework.Graphics.GraphicsDevice device) { manager.PreferredBackBufferWidth = _windowWidth; manager.PreferredBackBufferHeight = _windowHeight; manager.IsFullScreen = _fullScreen; manager.PreferMultiSampling = _preferMultiSampling; manager.PreparingDeviceSettings += OnPreparingDeviceSettings; manager.ApplyChanges(); }
internal static void SetupCamera(Camera cameraToSetUp, Microsoft.Xna.Framework.GraphicsDeviceManager graphicsDeviceManager, int width = 480, int height = 270) { #if WINDOWS || DESKTOP_GL FlatRedBall.FlatRedBallServices.Game.Window.AllowUserResizing = true; FlatRedBall.FlatRedBallServices.GraphicsOptions.SetResolution((int)(width * Scale), (int)(height * Scale)); #elif IOS || ANDROID FlatRedBall.FlatRedBallServices.GraphicsOptions.SetFullScreen(FlatRedBall.FlatRedBallServices.GraphicsOptions.ResolutionWidth, FlatRedBall.FlatRedBallServices.GraphicsOptions.ResolutionHeight); #elif UWP #endif ResetCamera(cameraToSetUp); FlatRedBall.FlatRedBallServices.GraphicsOptions.SizeOrOrientationChanged += HandleResolutionChange; }
internal static void SetupCamera(Camera cameraToSetUp, Microsoft.Xna.Framework.GraphicsDeviceManager graphicsDeviceManager, int width = 800, int height = 600) { #if WINDOWS || DESKTOP_GL FlatRedBall.FlatRedBallServices.Game.Window.AllowUserResizing = false; FlatRedBall.FlatRedBallServices.GraphicsOptions.SetResolution(width, height); #elif IOS || ANDROID FlatRedBall.FlatRedBallServices.GraphicsOptions.SetFullScreen(FlatRedBall.FlatRedBallServices.GraphicsOptions.ResolutionWidth, FlatRedBall.FlatRedBallServices.GraphicsOptions.ResolutionHeight); #elif UWP FlatRedBall.FlatRedBallServices.GraphicsOptions.SetResolution(width, height); #endif ResetCamera(cameraToSetUp); }
public Game1() { _graphics = new GraphicsDeviceManager(this); _graphics.GraphicsProfile = GraphicsProfile.Reach; _graphics.PreferMultiSampling = true; _graphics.PreferredBackBufferWidth = 1024; _graphics.PreferredBackBufferHeight = 768; Content.RootDirectory = "Content"; IsMouseVisible = true; IsFixedTimeStep = true; _graphics.SynchronizeWithVerticalRetrace = true; }
// Initialize all graphics properties. public void Initialize(XnaGraphicsDeviceManager xnaGraphics) { if (null != this.graphics) { return; } this.graphics = xnaGraphics; this.graphics.PreferredBackBufferWidth = 640; this.graphics.PreferredBackBufferHeight = 480; this.graphics.IsFullScreen = false; this.graphics.ApplyChanges(); this.spriteBatch = new SpriteBatch(this.graphics.GraphicsDevice); }
// Initialize all graphics properties. public void Initialize(XnaGraphicsDeviceManager xnaGraphics) { if (null != _graphics) { return; } _graphics = xnaGraphics; _graphics.PreferredBackBufferWidth = 800; _graphics.PreferredBackBufferHeight = 600; _graphics.IsFullScreen = false; _graphics.ApplyChanges(); GraphicsDevice = _graphics.GraphicsDevice; SpriteBatch = new SpriteBatch(GraphicsDevice); }
public VisionView(GraphicsEngine _graphicEngine, SpriteBatch sb, GraphicsDeviceManager _gman, Vector2 _cameraOffset, Point _origin, float rotation, List<Line> _visionBlockingLines) { graphicEngine = _graphicEngine; gman = _gman; origin = _origin; visionBlockingLines = _visionBlockingLines; cameraOffset = _cameraOffset; //List<Point> lightPolygon //lightPolygon = new Vision().GetLightPolygons(); vision = new Vision(origin, rotation, _visionBlockingLines); //Console.WriteLine(origin); displayLight(sb, cameraOffset, vision.lightTriangles); }
/// <summary> /// Setup the game properties /// </summary> /// <param name="contentManager">the XNA content manager to be used</param> /// <param name="graphicDeviceManager">the XNA graphic manager to be used</param> public GameProperties(Microsoft.Xna.Framework.Content.ContentManager contentManager, Microsoft.Xna.Framework.GraphicsDeviceManager graphicDeviceManager, Microsoft.Xna.Framework.GameWindow window) { // load game properties System.Xml.XmlDocument config = new System.Xml.XmlDocument(); config.Load(@"Content/config.xml"); // try resolution try { graphicDeviceManager.PreferredBackBufferWidth = Convert.ToInt32(config.GetElementsByTagName("resolutionX")[0].InnerText); graphicDeviceManager.PreferredBackBufferHeight = Convert.ToInt32(config.GetElementsByTagName("resolutionY")[0].InnerText); Screen screen = Screen.PrimaryScreen; window.Position = new Microsoft.Xna.Framework.Point(screen.Bounds.Width / 2 - graphicDeviceManager.PreferredBackBufferWidth / 2, screen.Bounds.Height / 2 - graphicDeviceManager.PreferredBackBufferHeight / 2); } catch (Exception) { graphicDeviceManager.PreferredBackBufferWidth = 1280; graphicDeviceManager.PreferredBackBufferHeight = 720; } // try fullscreen try { int fullscreen = Convert.ToInt32(config.GetElementsByTagName("fullscreen")[0].InnerText); if (fullscreen == 1) { Screen screen = Screen.PrimaryScreen; window.IsBorderless = true; window.Position = new Microsoft.Xna.Framework.Point(screen.Bounds.X, screen.Bounds.Y); graphicDeviceManager.PreferredBackBufferWidth = screen.Bounds.Width; graphicDeviceManager.PreferredBackBufferHeight = screen.Bounds.Height; this.isFullscreen = true; } else { this.isFullscreen = false; } } catch (Exception) { } graphicDeviceManager.ApplyChanges(); // try language settings try { this.SelectedLanguage = config.GetElementsByTagName("language")[0].InnerText; } catch(Exception){ } this.currentGameState = GameState.LoadMenu; this.input = new InputHandler(); this.contentManager = new Helper.ContentManager(contentManager); this.spriteBatch = new Microsoft.Xna.Framework.Graphics.SpriteBatch(graphicDeviceManager.GraphicsDevice); this.graphicDeviceManager = graphicDeviceManager; this.gameWindow = window; System.IO.BinaryReader Reader = new System.IO.BinaryReader(System.IO.File.Open(@"Content\Shader\main_shader.mgfxo", System.IO.FileMode.Open)); this.baseShader = new Microsoft.Xna.Framework.Graphics.Effect(this.graphicDeviceManager.GraphicsDevice, Reader.ReadBytes((int)Reader.BaseStream.Length)); }
public XnaGame(Action update, Action render) { this.update = update; this.render = render; this.graphics = new Microsoft.Xna.Framework.GraphicsDeviceManager(this); this.Content.RootDirectory = "Content"; this.IsFixedTimeStep = false; this.InactiveSleepTime = TimeSpan.FromSeconds(1); this.IsMouseVisible = true; this.Window.AllowUserResizing = true; }
/// <summary> /// Setup the game properties /// </summary> /// <param name="contentManager">the XNA content manager to be used</param> /// <param name="graphicDeviceManager">the XNA graphic manager to be used</param> public GameProperties(Microsoft.Xna.Framework.Content.ContentManager contentManager, Microsoft.Xna.Framework.GraphicsDeviceManager graphicDeviceManager, Microsoft.Xna.Framework.GameWindow window) { // load game properties System.Xml.XmlDocument config = new System.Xml.XmlDocument(); config.Load(@"Content/config.xml"); // try resolution try { graphicDeviceManager.PreferredBackBufferWidth = Convert.ToInt32(config.GetElementsByTagName("resolutionX")[0].InnerText); graphicDeviceManager.PreferredBackBufferHeight = Convert.ToInt32(config.GetElementsByTagName("resolutionY")[0].InnerText); Screen screen = Screen.PrimaryScreen; window.Position = new Microsoft.Xna.Framework.Point(screen.Bounds.Width / 2 - graphicDeviceManager.PreferredBackBufferWidth / 2, screen.Bounds.Height / 2 - graphicDeviceManager.PreferredBackBufferHeight / 2); } catch (Exception) { graphicDeviceManager.PreferredBackBufferWidth = 1280; graphicDeviceManager.PreferredBackBufferHeight = 720; } // try fullscreen try { int fullscreen = Convert.ToInt32(config.GetElementsByTagName("fullscreen")[0].InnerText); if (fullscreen == 1) { Screen screen = Screen.PrimaryScreen; window.IsBorderless = true; window.Position = new Microsoft.Xna.Framework.Point(screen.Bounds.X, screen.Bounds.Y); graphicDeviceManager.PreferredBackBufferWidth = screen.Bounds.Width; graphicDeviceManager.PreferredBackBufferHeight = screen.Bounds.Height; this.isFullscreen = true; } else { this.isFullscreen = false; } } catch (Exception) { } graphicDeviceManager.ApplyChanges(); // try language settings try { this.SelectedLanguage = config.GetElementsByTagName("language")[0].InnerText; } catch (Exception) { } this.currentGameState = GameState.LoadMenu; this.input = new InputHandler(); this.contentManager = new Helper.ContentManager(contentManager); this.spriteBatch = new Microsoft.Xna.Framework.Graphics.SpriteBatch(graphicDeviceManager.GraphicsDevice); this.graphicDeviceManager = graphicDeviceManager; this.gameWindow = window; System.IO.BinaryReader Reader = new System.IO.BinaryReader(System.IO.File.Open(@"Content\Shader\main_shader.mgfxo", System.IO.FileMode.Open)); this.baseShader = new Microsoft.Xna.Framework.Graphics.Effect(this.graphicDeviceManager.GraphicsDevice, Reader.ReadBytes((int)Reader.BaseStream.Length)); }
//readonly Color visionViewColor = Color.White; //readonly Color visionViewColor = Color.SlateGray; public static Vision Draw(GraphicsEngine _graphicEngine, SpriteBatch sb, GraphicsDeviceManager _gman, Vector2 cameraOffset, Point origin, float rotation, List<Line> visionBlockingLines) { VisionView vv = new VisionView(_graphicEngine, sb, _gman, cameraOffset, origin, rotation, visionBlockingLines); //return vv.lightPolygon; return vv.vision; }
private void InternalSetupVideoSettings(int windowWidth, int windowHeight, bool?fullscreen = null, bool?vsync = null, float?pixelScale = null) { bool hasPresentingSettingsChanged = false, hasViewSettingsChanged = false; Microsoft.Xna.Framework.GraphicsDeviceManager graphics = XNAGameWrapper.GraphicsDeviceManager; if (fullscreen.HasValue && graphics.IsFullScreen != fullscreen.Value) { BeforeSwitchingFullscreen(fullscreen.Value); graphics.IsFullScreen = fullscreen.Value; hasPresentingSettingsChanged = true; } windowWidth = (int)Math.Max(windowWidth, WindowMinimumSize.Width); windowHeight = (int)Math.Max(windowHeight, WindowMinimumSize.Height); if (graphics.PreferredBackBufferWidth != windowWidth) { graphics.PreferredBackBufferWidth = windowWidth; hasPresentingSettingsChanged = true; } if (graphics.PreferredBackBufferHeight != windowHeight) { graphics.PreferredBackBufferHeight = windowHeight; hasPresentingSettingsChanged = true; } if (vsync.HasValue && graphics.SynchronizeWithVerticalRetrace != vsync.Value) { graphics.SynchronizeWithVerticalRetrace = vsync.Value; hasPresentingSettingsChanged = true; } if (pixelScale.HasValue) { float scale = pixelScale.Value <= Math.Epsilon ? Math.Epsilon : pixelScale.Value; if (_pixelScale != scale) { _pixelScale = scale; hasViewSettingsChanged = true; } } if (NextResizeMode == ResizeMode.KeepProportions && (_nextInternalWidth != Width || _nextInternalHeight != Height)) { hasViewSettingsChanged = true; } if (!hasPresentingSettingsChanged) { if (hasViewSettingsChanged || NextResizeMode != ResizeMode) { RefreshViewMode(NextResizeMode, PixelScale); } return; } graphics.ApplyChanges(); }
/// <summary> /// initialize verything /// required to run this /// </summary> /// <param name="contentManager">the XNA content Manager</param> /// <param name="graphicDeviceManager">the XNA graphic manager</param> /// /// <param name="displayModes">possible display modes</param> public void Run(Microsoft.Xna.Framework.Content.ContentManager contentManager, Microsoft.Xna.Framework.GraphicsDeviceManager graphicDeviceManager, Microsoft.Xna.Framework.GameWindow window, Microsoft.Xna.Framework.Game game) { this.Properties = new GameProperties(contentManager, graphicDeviceManager, window); // load bare media to initialize loadingscreen // Cursor textures FenrirGame.Instance.Properties.ContentManager.AddTextureToLibrary(DataIdentifier.textureCursorRegular, "Texture/Cursor/Default"); FenrirGame.Instance.Properties.ContentManager.AddTextureToLibrary(DataIdentifier.textureCursorCamera, "Texture/Cursor/Camera"); this.game = game; this.renderer = new Renderer(); this.cursor = new Cursor(); this.menuLoader = new LoadingScreen.LoadMenu(); this.gameLoader = new LoadingScreen.LoadGame(); }
/// <summary> /// Applies pending changes to the <see cref="Microsoft.Xna.Framework.GraphicsDeviceManager"/>. /// </summary> public void ApplyChanges() { GraphicsDeviceManager.ApplyChanges(); }
/// <param name="game">Reference to current <see cref="Komodo.Core.Game"/> instance.</param> public GraphicsManager(Game game) { Game = game; GraphicsDeviceManager = new GraphicsDeviceManager(_monoGame); }