99 lines
3.6 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
#endregion // Using Statements
namespace Primitives
{
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
SpriteFont font;
Texture2D bgTexture;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "SampleContent";
graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings);
}
void graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e)
{
e.GraphicsDeviceInformation.PresentationParameters.BackBufferWidth = 600;
e.GraphicsDeviceInformation.PresentationParameters.BackBufferHeight = 600;
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
this.font = Content.Load<SpriteFont>(@"Fonts/Debug");
this.bgTexture = new Texture2D(GraphicsDevice, 1, 1);
this.bgTexture.SetData<Color>(new Color[] { Color.White });
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
Keyboard.GetState().IsKeyDown(Keys.Escape))
this.Exit();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.Draw(bgTexture, new Rectangle(0, 0, 600, 200), Color.Blue);
spriteBatch.Draw(bgTexture, new Rectangle(0, 200, 300, 200), Color.Red);
spriteBatch.Draw(bgTexture, new Rectangle(300, 200, 300, 200), Color.Orange);
spriteBatch.Draw(bgTexture, new Rectangle(0, 400, 300, 200), Color.Green);
spriteBatch.Draw(bgTexture, new Rectangle(300, 400, 300, 200), Color.LightSeaGreen);
DrawShadowText(spriteBatch, this.font, "DrawInstancedPrimitives", new Vector2(10, 10), Color.White, Color.Black);
DrawShadowText(spriteBatch, this.font, "DrawPrimitives", new Vector2(10, 210), Color.White, Color.Black);
DrawShadowText(spriteBatch, this.font, "DrawIndexedPrimitives", new Vector2(310, 210), Color.White, Color.Black);
DrawShadowText(spriteBatch, this.font, "DrawUserPrimitives", new Vector2(10, 410), Color.White, Color.Black);
DrawShadowText(spriteBatch, this.font, "DrawUserIndexedPrimitives", new Vector2(310, 410), Color.White, Color.Black);
spriteBatch.End();
base.Draw(gameTime);
}
private void DrawShadowText(SpriteBatch spriteBatch, SpriteFont font, String text, Vector2 position, Color foreground, Color shadow)
{
spriteBatch.DrawString(font, text, position + new Vector2(2, 2), shadow);
spriteBatch.DrawString(font, text, position, foreground);
}
}
}