Exemplo n.º 1
0
        public void SetResolution(int width, int height, WindowedFullscreenMode windowedFullscreenMode)
        {
            this.windowedFullscreenMode = windowedFullscreenMode;

            mResolutionWidth  = width;
            mResolutionHeight = height;
            ResetDevice();
#if !WINDOWS
            SizeOrOrientationChanged?.Invoke(this, null);
#endif
        }
Exemplo n.º 2
0
        public void SetResolution(int width, int height, bool isFullscreen)
        {
            WindowedFullscreenMode windowedFullscreenMode;

            if (isFullscreen)
            {
                windowedFullscreenMode = WindowedFullscreenMode.Fullscreen;
            }
            else
            {
                windowedFullscreenMode = WindowedFullscreenMode.Windowed;
            }

            SetResolution(width, height, windowedFullscreenMode);
        }
Exemplo n.º 3
0
        public GraphicsOptions(Game game, GraphicsDeviceManager graphics)
        {
            // We used to call this here, but that makes HandleClientSizeOrOrientationChange get called first, before
            // internal code, and that means that custom code gets logic before internal, which can result in resolutions being wrong...
            //if (game != null)
            //{
            //    game.Window.ClientSizeChanged += new EventHandler<EventArgs>(HandleClientSizeOrOrientationChange);
            //}
            this.game = game;

            if (graphics != null)
            {
                mResolutionWidth  = graphics.PreferredBackBufferWidth;
                mResolutionHeight = graphics.PreferredBackBufferHeight;
            }

            mTextureFilter = Microsoft.Xna.Framework.Graphics.TextureFilter.Linear;

            mUseMultiSampling = false;

#if MONODROID
            if (graphics != null)
            {
                if (graphics.IsFullScreen)
                {
                    this.windowedFullscreenMode = WindowedFullscreenMode.Fullscreen;
                }
                else
                {
                    this.windowedFullscreenMode = WindowedFullscreenMode.Windowed;
                }
            }
#endif


#if !MONODROID
            #region Get Resolution

            SuspendDeviceReset();

            //graphicsOptions.ResolutionWidth = graphics.GraphicsDevice.DisplayMode.Width;// game.Window.ClientBounds.Width;
            //graphicsOptions.ResolutionHeight = graphics.GraphicsDevice.DisplayMode.Height;//game.Window.ClientBounds.Height;

            if (game != null)
            {
#if WINDOWS_8
                // For some reason the W8 window reports the wrong
                // width/height if the game is started when in portrait
                // mode but the user wants to be in landscape.  But the GraphicsDevice
                // is right.  Go figure.
                ResolutionWidth  = graphics.GraphicsDevice.Viewport.Width;
                ResolutionHeight = graphics.GraphicsDevice.Viewport.Height;
#elif IOS || UWP || DESKTOP_GL
                // For UWP and WindowsGL projects the game.Window.ClientBounds is not accurate until after initialize, as explained here:
                // http://community.monogame.net/t/graphicsdevice-viewport-doesnt-return-the-real-size-of-uwp-game-window/7314/5
                ResolutionWidth  = graphics.PreferredBackBufferWidth;
                ResolutionHeight = graphics.PreferredBackBufferHeight;
#else
                ResolutionWidth  = game.Window.ClientBounds.Width;
                ResolutionHeight = game.Window.ClientBounds.Height;
#endif
            }


            if (graphics != null)
            {
            }

            ResumeDeviceReset();

            #endregion
#endif

            // November 15, 2013
            // Not sure why this is
            // here.  We do this same
            // code up above when we check
            // if the game is not null.  This
            // causes the event to fire twice.
//#if WINDOWS_8
//            game.Window.OrientationChanged += new EventHandler<EventArgs>(HandleClientSizeOrOrientationChange);
//            game.Window.ClientSizeChanged += new EventHandler<EventArgs>(HandleClientSizeOrOrientationChange);
//#endif
        }