mirror of
https://github.com/TheRavenwoodArts/LunaLightXMG.git
synced 2026-07-30 22:55:03 -07:00
Implemented RenderHandler class with zoom. This zoom is pretty garbage but on the right track I think.
This commit is contained in:
+46
-56
@@ -24,9 +24,8 @@ namespace LunaLightXMG
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private int retroWidth = 320;
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private int retroHeight = 180;
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// Test Render Target
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private RenderTarget2D renderTarget;
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private Rectangle renderDestination;
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// Test Render Target Handler
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private RenderHandler renderHandler;
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bool resizing;
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// Test sprites - eventually handle in a sprite manager?
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@@ -59,7 +58,7 @@ namespace LunaLightXMG
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IsMouseVisible = true;
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// Test player input and movement with abstracted player class
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Vector2 initPlayerPosition = new Vector2(163, 0);
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Vector2 initPlayerPosition = new Vector2(163, 0);
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player = new Player(initPlayerPosition);
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playerInput = new PlayerInput();
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enemies = new List<Enemy>();
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@@ -85,9 +84,9 @@ namespace LunaLightXMG
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// Initialize camera
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camera2D = new Camera2D(retroWidth, retroHeight);
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// camera test - set level bounds
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camera2D.SetLevelBounds(new Rectangle(0,0,480,270)); // default 320x180
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camera2D.SetLevelBounds(new Rectangle(0,0,480,270)); // Testing - default 320x180
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CalculateRenderDestination();
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renderHandler.CalculateRenderDestination();
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// Play music
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// PlayBackgroundMusic(sinkBeats);
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@@ -95,14 +94,17 @@ namespace LunaLightXMG
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platforms = PlatformGenerator.CreatePlatforms(numOfPlatforms);
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}
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// Testing camera ------------------------
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// Testing camera and render target handler ------------------------
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private void TestCameraWhilePlaying()
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{
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KeyboardState keyboardState = Keyboard.GetState();
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var KeyI = keyboardState.IsKeyDown(Keys.I) ? true : false;
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var KeyO = keyboardState.IsKeyDown(Keys.O) ? true : false;
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var KeyK = keyboardState.IsKeyDown(Keys.K) ? true : false;
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var KeyL = keyboardState.IsKeyDown(Keys.L) ? true : false;
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var KeyI = keyboardState.IsKeyDown(Keys.I);
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var KeyO = keyboardState.IsKeyDown(Keys.O);
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var KeyK = keyboardState.IsKeyDown(Keys.K);
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var KeyL = keyboardState.IsKeyDown(Keys.L);
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var KeyB = keyboardState.IsKeyDown(Keys.B);
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var KeyN = keyboardState.IsKeyDown(Keys.N);
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var KeyM = keyboardState.IsKeyDown(Keys.M);
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if (KeyI)
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{
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@@ -120,6 +122,18 @@ namespace LunaLightXMG
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{
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camera2D.Rotation += 0.01f;
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}
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if (KeyB)
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{
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renderHandler.ZoomIn();
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}
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if (KeyN)
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{
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renderHandler.ZoomNormalize();
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}
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if (KeyM)
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{
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renderHandler.ZoomOut();
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}
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}
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// ---------------------------------------
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protected override void LoadContent()
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@@ -137,8 +151,8 @@ namespace LunaLightXMG
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// Spawn 10 enemies at the start of the level
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enemies = SpawnEnemies(numOfEnemies);
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// Test Render Target
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renderTarget = new RenderTarget2D(GraphicsDevice, retroWidth, retroHeight);
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// Test Render Target Handler
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renderHandler = new RenderHandler(GraphicsDevice, spriteBatch, retroWidth, retroHeight);
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// Debugging
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debugFont = Content.Load<SpriteFont>("fonts/debugFont");
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@@ -161,7 +175,8 @@ namespace LunaLightXMG
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foreach (var enemy in enemies) {
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enemy.Update(gameTime, player, platforms);
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}
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// test render handler zoom
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renderHandler.UpdateZoom();
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// Update camera position
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camera2D.Follow(player.position);
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// camera testing
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@@ -174,18 +189,8 @@ namespace LunaLightXMG
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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// Test Render Target - Draw sprites to the render target
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GraphicsDevice.SetRenderTarget(renderTarget);
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// Add camera to draw batch
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spriteBatch.Begin(
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transformMatrix: camera2D.GetViewMatrix(),
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samplerState: SamplerState.PointClamp
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);
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// Debug Grid
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// spriteBatch.Draw(debugGrid, new Vector2(0, 0), Color.Blue);
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// spriteBatch.Draw(sinkArea, new Vector2(0, 0), Color.White);
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// // Test Render Target Handler - Draw sprites to the render (target
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renderHandler.BeginRenderTarget(camera2D.GetViewMatrix());
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// Test draw tiles
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foreach (var platform in platforms)
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@@ -200,15 +205,9 @@ namespace LunaLightXMG
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{
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enemy.Draw(spriteBatch);
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}
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spriteBatch.End();
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// Test Render Target - Draw render target to the screen
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GraphicsDevice.SetRenderTarget(null);
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spriteBatch.Begin(samplerState: SamplerState.PointClamp);
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spriteBatch.Draw(renderTarget, renderDestination, Color.White);
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spriteBatch.End();
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renderHandler.EndRenderTarget();
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renderHandler.DrawRenderTarget();
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// Debugging
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DrawDebugInfo();
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@@ -249,30 +248,10 @@ namespace LunaLightXMG
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if (!resizing && Window.ClientBounds.Width > 0 && Window.ClientBounds.Height > 0)
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{
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resizing = true;
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CalculateRenderDestination();
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renderHandler.CalculateRenderDestination();
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resizing = false;
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}
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}
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private void CalculateRenderDestination()
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{
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Point size = GraphicsDevice.Viewport.Bounds.Size;
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// Calculate the integer scale factor
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int scaleX = size.X / renderTarget.Width;
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int scaleY = size.Y / renderTarget.Height;
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int scale = Math.Min(scaleX, scaleY);
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// Ensure the scale is at least 1
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scale = Math.Max(scale, 1);
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// Set renderDestination
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renderDestination.Width = (int)(renderTarget.Width * scale);
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renderDestination.Height = (int)(renderTarget.Height * scale);
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renderDestination.X = (size.X - renderDestination.Width) / 2;
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renderDestination.Y = (size.Y - renderDestination.Height) / 2;
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}
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private void DrawDebugInfo()
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{
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@@ -286,6 +265,13 @@ namespace LunaLightXMG
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spriteBatch.DrawString(debugFont, $"Camera Position: {camera2D.Position}", new Vector2(10, 90), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Zoom: {camera2D.Zoom}", new Vector2(10, 110), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Rotation: {camera2D.Rotation}", new Vector2(10, 130), Color.White);
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spriteBatch.DrawString(debugFont, $"Render Target Zoom: {renderHandler.ZoomLevel}", new Vector2(10, 150), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Zoom Control - Zoom in: I, Zoom out: O", new Vector2(10, 170), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Rotation Control - Rotate left: K, Rotate right: L", new Vector2(10, 190), Color.White);
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spriteBatch.DrawString(debugFont, $"Render Target Zoom Control - Zoom in: B, Zoom normal: N, Zoom out: M", new Vector2(10, 210), Color.White);
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spriteBatch.End();
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}
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@@ -296,6 +282,10 @@ namespace LunaLightXMG
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}
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private void ResetGame()
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{
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// reset cam
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camera2D.Rotation = 0;
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camera2D.Zoom = 1f;
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// Reset player position
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player.Reset(new Vector2(163, 0));
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@@ -0,0 +1,96 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace LunaLightXMG
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{
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public class RenderHandler
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{
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// fields
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private GraphicsDevice graphicsDevice;
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private SpriteBatch spriteBatch;
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private RenderTarget2D renderTarget;
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private Rectangle renderDestination;
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private int retroWidth;
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private int retroHeight;
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private float zoomLevel = 1.0f;
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private float zoomTarget = 1.0f;
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private readonly float zoomMin = 0.75f;
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private readonly float zoomNorm = 1.0f;
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private readonly float zoomMax = 1.25f;
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private readonly float zoomSpeed = 0.1f;
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public float ZoomLevel {get => zoomLevel;}
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// constructor
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public RenderHandler(GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, int retroWidth, int retroHeight)
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{
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this.graphicsDevice = graphicsDevice;
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this.spriteBatch = spriteBatch;
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this.retroWidth = retroWidth;
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this.retroHeight = retroHeight;
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renderTarget = new RenderTarget2D(graphicsDevice, retroWidth, retroHeight);
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CalculateRenderDestination();
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}
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public void ZoomIn()
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{
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zoomTarget = zoomMin;
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}
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public void ZoomNormalize()
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{
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zoomTarget = zoomNorm;
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}
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public void ZoomOut()
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{
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zoomTarget = zoomMax;
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}
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public void UpdateZoom()
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{
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zoomLevel = MathHelper.Lerp(zoomLevel, zoomTarget, zoomSpeed);
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zoomLevel = MathHelper.Clamp(zoomLevel, zoomMin, zoomMax);
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CalculateRenderDestination();
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}
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public void CalculateRenderDestination()
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{
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Point screenSize = graphicsDevice.Viewport.Bounds.Size;
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// Calculate the integer scale factor
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int scaleX = screenSize.X / (int)(retroWidth * zoomLevel);
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int scaleY = screenSize.Y / (int)(retroHeight * zoomLevel);
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// Set renderDestination
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renderDestination.Width = retroWidth * scaleX;
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renderDestination.Height = retroHeight * scaleY;
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renderDestination.X = (screenSize.X - renderDestination.Width) / 2;
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renderDestination.Y = (screenSize.Y - renderDestination.Height) / 2;
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}
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public void BeginRenderTarget(Matrix cameraMatrix)
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{
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graphicsDevice.SetRenderTarget(renderTarget);
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graphicsDevice.Clear(Color.Black);
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spriteBatch.Begin(transformMatrix: cameraMatrix, samplerState: SamplerState.PointClamp);
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}
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public void EndRenderTarget()
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{
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spriteBatch.End();
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graphicsDevice.SetRenderTarget(null);
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}
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public void DrawRenderTarget()
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{
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spriteBatch.Begin(samplerState: SamplerState.PointClamp);
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spriteBatch.Draw(renderTarget, renderDestination, Color.White);
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spriteBatch.End();
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}
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}
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}
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@@ -0,0 +1,20 @@
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## March 17th, 2025 - JME
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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.
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Here's what the render handler can do.
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- Create and manage the Render Target
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- Handle scaling and fitting to the screen - CalculateRenderDestination()
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- USe a method to apply changes to zoom - use integer increments for pixel perfect scaling
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- Encapsulate the render pipeline - sprite batch beginning to end for the render target
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## March 18th, 2025 - JME
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**Render Handler Zoom**
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Trying out zoom using the render target. The render target is set by retroWidth and retroHeight (320x180).
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- ZoomIn() should smoothly zoom to 75% retroWidth x retroHeight, 240x135
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- ZoomOut() should smoothly zoom to 125% retroWidth x retroHeight, 400x225
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