public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.IsFullScreen = false; _circle1 = new Circle(); _circle2 = new Circle(); _clock = new GameClock(); //Setup the input for this game. _inputState = new InputState(); Mappings.UseKeyboard[0] = true; //Set the first player to use the keyboard. _controller = new ControllerWrapper(0); _inputWrapper = new InputWrapper(_controller, _clock.GetCurrentTime); var resolution = new ResolutionComponent(this, graphics, new Point(1280, 720), //The desired virtual resolution that items in the game will be drawn with new Point(1280, 720), //The desired physical resolution to set the screen. false, //Flag whether or not to fullscreen the app true, //Flag whether or not to letterbox the app to fit the aspect ratio of virtual/screen resolutions. false); //This flag can be used to set it to use the entire screen BUT without setting the Device.Fullscreen flag. //set up the camera _camera = new Camera(); //The WorldBoundary is a rectangle that the Camera will try to stay inside. When the circle moves out of this rectangle it will appear to go offscreen. _camera.WorldBoundary = new Rectangle(0, 0, 1280, 720); }
public void ResetResolution(Point size) { game.Components.Remove(resolution); game.Services.RemoveService(typeof(IResolution)); resolution = null; resolution = new ResolutionComponent(game, game.Graphics, new Point(1920, 1080), size, false, true); CamManager.Instance.RecalculateTransformationMatrices(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { ResolutionComponent = new ResolutionComponent(this, Graphics, VirtualResolution, ScreenResolution, Fullscreen, Letterbox); InitStyles(); // Create the screen manager component. ScreenManager = new ScreenManager(this, GetMainMenuScreenStack); base.Initialize(); }
public void CreateResolution(GameSettings settings) { //Recreation of the resolution if (_resolution != null) { _game.Components.Remove(_resolution); _game.Services.RemoveService(typeof(IResolution)); } _game.Window.IsBorderless = true; _graphics.HardwareModeSwitch = true; _game.IsFixedTimeStep = false; // Setting this to true makes it fixed time step, false is variable time step. _game.IsMouseVisible = true; //Check if resolution is supported bool resolutionIsSupported = false; foreach (DisplayMode displayMode in GraphicsAdapter.DefaultAdapter.SupportedDisplayModes) { if (settings.GetWidth() == displayMode.Width && settings.GetHeight() == displayMode.Height) { resolutionIsSupported = true; break; } } // Change Virtual Resolution #if DEBUG if (resolutionIsSupported) { _resolution = new ResolutionComponent(_game, _graphics, new Point(1920, 1080), new Point(settings.GetWidth(), settings.GetHeight()), settings.GetFullscreen(), true); } else { _resolution = new ResolutionComponent(_game, _graphics, new Point(1920, 1080), new Point(GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height), settings.GetFullscreen(), true); } #else if (resolutionIsSupported) { _resolution = new ResolutionComponent(_game, _graphics, new Point(1920, 1080), new Point(settings.GetWidth(), settings.GetHeight()), settings.GetFullscreen(), true); } else { _resolution = new ResolutionComponent(_game, _graphics, new Point(1920, 1080), new Point(GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height), settings.GetFullscreen(), true); } #endif }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.IsFullScreen = false; var resolution = new ResolutionComponent(this, graphics, new Point(1280, 720), new Point(1280, 720), false, true); _circle1 = new Circle(); _circle2 = new Circle(); _clock = new GameClock(); _inputState = new InputState(); _controller = new ControllerWrapper(PlayerIndex.One, true); _inputWrapper = new InputWrapper(_controller, _clock.GetCurrentTime); //set up the camera _camera = new Camera(); _camera.TopPadding = 0.2f; _camera.WorldBoundary = new Rectangle(-2000, -1000, 4000, 2000); }
public ResolutionManager() { game = GameRoot.Instance; resolution = new ResolutionComponent(game, GameRoot.Instance.Graphics, new Point(1920, 1080), GetDisplay(), false, true); }