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LunaLightXMG/UpdateNotes/RenderHandler.md
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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 75% retroWidth x retroHeight, 240x135

  • ZoomOut() should smoothly zoom to 125% retroWidth x retroHeight, 400x225