SND\AstrorEnales_cp 7350ca3d3a - Implemented the SkinnedEffect class (not tested yet, sample will come soon)
- Optimizations in the SpriteBatch and SpriteFont classes
2012-09-11 13:51:20 +00:00

99 lines
3.9 KiB
C#

#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
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace TextRendering
{
public class Game1 : ANX.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
SpriteFont debugFont;
int fps = 60;
int fpsCount = 0;
float fpsTimer = 0f;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings);
Content.RootDirectory = "SampleContent";
IsFixedTimeStep = false;
graphics.SynchronizeWithVerticalRetrace = false;
}
void graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e)
{
e.GraphicsDeviceInformation.PresentationParameters.BackBufferWidth = 1280;
e.GraphicsDeviceInformation.PresentationParameters.BackBufferHeight = 720;
}
protected override void Initialize()
{
//GraphicsDevice.PresentationParameters.BackBufferWidth = 1280;
//GraphicsDevice.PresentationParameters.BackBufferHeight = 720;
//GraphicsDevice.Reset();
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();
fpsCount++;
fpsTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
if (fpsTimer >= 1f)
{
fpsTimer -= 1f;
fps = fpsCount;
fpsCount = 0;
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin(SpriteSortMode.FrontToBack, null);
spriteBatch.DrawString(this.debugFont, "Hello World! FPS: " + fps, new Vector2(100, 100), Color.White);
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);
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);
spriteBatch.DrawString(this.debugFont, "rotated Text", new Vector2(100, 150), Color.Green, MathHelper.ToRadians(90), Vector2.Zero, 1.0f, SpriteEffects.None, 1.0f);
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);
spriteBatch.End();
base.Draw(gameTime);
}
}
}