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LunaLightXMG/UpdateNotes/RenderHandler.md
2025-03-18 11:51:39 -07:00

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## 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