Files
LunaLightXMG/Game1.cs
T
2024-05-14 22:13:06 -07:00

83 lines
2.5 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace LunaLightXMG
{
public class Game1 : Game
{
private GraphicsDeviceManager graphics;
private SpriteBatch spriteBatch;
// Test Render Target
private RenderTarget2D renderTarget;
private Rectangle renderDestination;
// Native retro scale
private int retroWidth = 320;
private int retroHeight = 180;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
//Window.ClientSizeChanged += OnClientSizeChanged; // Jensen can implement
Window.AllowUserResizing = true;
IsMouseVisible = true;
}
protected override void Initialize()
{
// Set initial window size
graphics.PreferredBackBufferWidth = 1920;
graphics.PreferredBackBufferHeight = 1080;
graphics.ApplyChanges();
base.Initialize();
//CalculateRenderDestination(); // Jensen can implement
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
// Test Render Target
renderTarget = new RenderTarget2D(GraphicsDevice, retroWidth, retroHeight);
}
protected override void Update(GameTime gameTime)
{
// Temporary quit game - eventually handle in a pause menu class
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// Test Render Target - Draw sprites to the render target
GraphicsDevice.SetRenderTarget(renderTarget);
// Test Sprite
spriteBatch.Begin(samplerState: SamplerState.PointClamp);
// Draw sprites here
spriteBatch.End();
// Test Render Target - Draw render target to the screen
GraphicsDevice.SetRenderTarget(null);
spriteBatch.Begin(samplerState: SamplerState.PointClamp);
spriteBatch.Draw(renderTarget, renderDestination, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}