protected override void Update(GameTime gameTime) { Memory.gameTime = gameTime; Memory.IsActive = IsActive; //it breaks the Font //Memory.PreferredViewportWidth = graphics.GraphicsDevice.Viewport.Width; //Memory.PreferredViewportHeight = graphics.GraphicsDevice.Viewport.Height; Input2.Update(); Memory.Update(); if (Input2.Button(FF8TextTagKey.Exit) || Input2.Button(FF8TextTagKey.ExitMenu)) { Exit(); } init_debugger_Audio.Update(); ModuleHandler.Update(gameTime); base.Update(gameTime); if (Memory.SuppressDraw) { SuppressDraw(); Memory.SuppressDraw = false; } IsMouseVisible = Memory.IsMouseVisible; }
protected override void Draw(GameTime gameTime) { ModuleHandler.Draw(gameTime); base.Draw(gameTime); //if (Input.GetInputDelayed(Keys.F1)) //SCREENSHOT CAPABILITIES WIP; I'm leaving it as-is for now. I'll be probably using that for battle transitions (or not) //{ //Texture2D tex = new Texture2D(graphics.GraphicsDevice, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color); //byte[] b = new byte[tex.Width * tex.Height * 4]; //graphics.GraphicsDevice.GetBackBufferData<byte>(b); //tex.SetData(b); // tex.SaveAsJpeg(new System.IO.FileStream("D:/test.jpg", System.IO.FileMode.OpenOrCreate, System.IO.FileAccess.ReadWrite), tex.Width, tex.Height); //} }
protected override void Draw(GameTime gameTime) { ModuleHandler.Draw(gameTime); base.Draw(gameTime); if (!Extended.bRequestedBackBuffer) { return; } var tex = new Texture2D(_graphics.GraphicsDevice, _graphics.GraphicsDevice.Viewport.Width, _graphics.GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color); var b = new byte[tex.Width * tex.Height * 4]; _graphics.GraphicsDevice.GetBackBufferData(b); tex.SetData(b); Extended.BackBufferTexture = tex; Extended.bRequestedBackBuffer = false; Extended.bBackBufferAvailable = true; Extended.postBackBufferDelegate(); }