99 lines
3.9 KiB
C#
99 lines
3.9 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using ANX.Framework;
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using ANX.Framework.Graphics;
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using ANX.Framework.Input;
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#endregion // Using Statements
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace TextRendering
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{
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public class Game1 : ANX.Framework.Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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SpriteFont debugFont;
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int fps = 60;
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int fpsCount = 0;
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float fpsTimer = 0f;
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public Game1()
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{
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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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IsFixedTimeStep = false;
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graphics.SynchronizeWithVerticalRetrace = false;
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}
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void graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e)
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{
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e.GraphicsDeviceInformation.PresentationParameters.BackBufferWidth = 1280;
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e.GraphicsDeviceInformation.PresentationParameters.BackBufferHeight = 720;
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}
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protected override void Initialize()
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{
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//GraphicsDevice.PresentationParameters.BackBufferWidth = 1280;
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//GraphicsDevice.PresentationParameters.BackBufferHeight = 720;
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//GraphicsDevice.Reset();
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base.Initialize();
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}
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protected override void LoadContent()
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{
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spriteBatch = new SpriteBatch(GraphicsDevice);
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this.debugFont = Content.Load<SpriteFont>(@"Fonts/Debug");
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}
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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fpsCount++;
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fpsTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
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if (fpsTimer >= 1f)
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{
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fpsTimer -= 1f;
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fps = fpsCount;
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fpsCount = 0;
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}
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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spriteBatch.Begin(SpriteSortMode.FrontToBack, null);
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spriteBatch.DrawString(this.debugFont, "Hello World! FPS: " + fps, 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);
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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.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);
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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);
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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();
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base.Draw(gameTime);
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}
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}
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}
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