## March 17th, 2025 - JME

Abstracting the render target code to its own class will help clean up our main game class as well as create a space for fullscreen effects. The first will be zoom.

Here's what the render handler can do.

- Create and manage the Render Target
- Handle scaling and fitting to the screen - CalculateRenderDestination()
- USe a method to apply changes to zoom - use integer increments for pixel perfect scaling
- Encapsulate the render pipeline - sprite batch beginning to end for the render target

## March 18th, 2025 - JME

**Render Handler Zoom**

Trying out zoom using the render target. The render target is set by retroWidth and retroHeight (320x180). 

- ZoomIn() should smoothly zoom to 50% retroWidth x retroHeight, 160x90

- ZoomOut() should smoothly zoom to 150% retroWidth x retroHeight, 480x270