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#region Using Statements
using System ;
using System.Collections.Generic ;
using System.Linq ;
using ANX.Framework ;
using ANX.Framework.Graphics ;
using ANX.Framework.Input ;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace TextRendering
{
public class Game1 : ANX . Framework . Game
{
GraphicsDeviceManager graphics ;
SpriteBatch spriteBatch ;
SpriteFont debugFont ;
public Game1 ( )
{
graphics = new GraphicsDeviceManager ( this ) ;
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graphics . PreparingDeviceSettings + = new EventHandler < PreparingDeviceSettingsEventArgs > ( graphics_PreparingDeviceSettings ) ;
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Content . RootDirectory = "SampleContent" ;
}
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void graphics_PreparingDeviceSettings ( object sender , PreparingDeviceSettingsEventArgs e )
{
e . GraphicsDeviceInformation . PresentationParameters . BackBufferWidth = 1280 ;
e . GraphicsDeviceInformation . PresentationParameters . BackBufferHeight = 720 ;
}
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protected override void Initialize ( )
{
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//GraphicsDevice.PresentationParameters.BackBufferWidth = 1280;
//GraphicsDevice.PresentationParameters.BackBufferHeight = 720;
//GraphicsDevice.Reset();
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base . Initialize ( ) ;
}
protected override void LoadContent ( )
{
spriteBatch = new SpriteBatch ( GraphicsDevice ) ;
this . debugFont = Content . Load < SpriteFont > ( @"Fonts/Debug" ) ;
}
protected override void Update ( GameTime gameTime )
{
if ( GamePad . GetState ( PlayerIndex . One ) . Buttons . Back = = ButtonState . Pressed )
this . Exit ( ) ;
base . Update ( gameTime ) ;
}
protected override void Draw ( GameTime gameTime )
{
GraphicsDevice . Clear ( Color . CornflowerBlue ) ;
spriteBatch . Begin ( SpriteSortMode . FrontToBack , null ) ;
spriteBatch . DrawString ( this . debugFont , "Hello World!" , new Vector2 ( 100 , 100 ) , Color . White ) ;
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spriteBatch . DrawString ( this . debugFont , "This screen is powered by the ANX.Framework!\r\nsecond line" , new Vector2 ( 100 , 100 + this . debugFont . LineSpacing ) , Color . Black , 0.0f , new Vector2 ( 1 , - 1 ) , Vector2 . One , SpriteEffects . None , 0.0f ) ;
spriteBatch . DrawString ( this . debugFont , "This screen is powered by the ANX.Framework!\r\nsecond line" , new Vector2 ( 100 , 100 + this . debugFont . LineSpacing ) , Color . Red , 0.0f , Vector2 . Zero , Vector2 . One , SpriteEffects . None , 1.0f ) ;
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spriteBatch . DrawString ( this . debugFont , "Mouse X: " + Mouse . GetState ( ) . X , new Vector2 ( 100 , 100 + this . debugFont . LineSpacing * 3 ) , Color . DarkOrange ) ;
spriteBatch . DrawString ( this . debugFont , "Mouse Y:" + Mouse . GetState ( ) . Y , new Vector2 ( 100 , 100 + this . debugFont . LineSpacing * 4 ) , Color . DarkOrange ) ;
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spriteBatch . DrawString ( this . debugFont , "rotated Text" , new Vector2 ( 100 , 150 ) , Color . Green , MathHelper . ToRadians ( 90 ) , Vector2 . Zero , 1.0f , SpriteEffects . None , 1.0f ) ;
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GamePadState state = GamePad . GetState ( PlayerIndex . One ) ;
spriteBatch . DrawString ( this . debugFont , String . Format ( "GamePad Left: {0} Right: {1}" , state . ThumbSticks . Left , state . ThumbSticks . Right ) , new Vector2 ( 100 , 100 + this . debugFont . LineSpacing * 5 ) , Color . Red , 0.0f , Vector2 . Zero , Vector2 . One , SpriteEffects . None , 1.0f ) ;
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spriteBatch . End ( ) ;
base . Draw ( gameTime ) ;
}
}
}