Scale the screen so it doesn't look shit in 1440p

This commit is contained in:
Michael 2017-08-06 23:07:05 -04:00
parent 0af9c84029
commit e07c2f58ba
3 changed files with 28 additions and 9 deletions

View file

@ -42,6 +42,14 @@ namespace ShiftOS.Frontend.GraphicsSubsystem
}
}
public static System.Drawing.Size ScreenSize
{
get
{
return new System.Drawing.Size(_game.graphicsDevice.PreferredBackBufferWidth, _game.graphicsDevice.PreferredBackBufferHeight);
}
}
public static void BringToFront(GUI.Control ctrl)
{
topLevels.Remove(ctrl);
@ -146,8 +154,8 @@ namespace ShiftOS.Frontend.GraphicsSubsystem
graphics.Clear(Color.Transparent);
var gfxContext = new GraphicsContext(graphics, batch, 0, 0, _target.Width, _target.Height);
ctrl.Paint(gfxContext);
graphics.SetRenderTarget(null);
graphics.SetRenderTarget(_game.GameRenderTarget);
TextureCaches[hc] = _target;
batch.End();
}

View file

@ -154,7 +154,7 @@ namespace ShiftOS.Frontend
_optionsSave.Click += () =>
{
if (UIManager.Viewport != _screenResolutions[_resIndex])
if (UIManager.ScreenSize != _screenResolutions[_resIndex])
{
Engine.Infobox.PromptYesNo("Confirm sentience edit", "Performing this operation requires your sentience to be re-established which may cause you to go unconscious. Do you wish to continue?", (sleep) =>
@ -181,7 +181,7 @@ namespace ShiftOS.Frontend
foreach(var mode in GraphicsAdapter.DefaultAdapter.SupportedDisplayModes.OrderBy(x=>x.Width * x.Height))
{
_screenResolutions.Add(new System.Drawing.Size(mode.Width, mode.Height));
if (UIManager.Viewport == _screenResolutions.Last())
if (UIManager.ScreenSize == _screenResolutions.Last())
_resIndex = _screenResolutions.Count - 1;
}
_fullscreen.Y = _sandbox.Y;

View file

@ -29,6 +29,8 @@ namespace ShiftOS.Frontend
private bool failEnded = false;
private double failCharAddMS = 0;
public RenderTarget2D GameRenderTarget = null;
public Color UITint = Color.White;
private bool DisplayDebugInfo = false;
@ -56,8 +58,8 @@ namespace ShiftOS.Frontend
UIManager.InvalidateAll();
};
UIManager.Viewport = new System.Drawing.Size(
graphicsDevice.PreferredBackBufferWidth,
graphicsDevice.PreferredBackBufferHeight
1280,
720
);
Content.RootDirectory = "Content";
@ -77,6 +79,7 @@ namespace ShiftOS.Frontend
// keyboard events
keyboardListener.KeyPressed += KeyboardListener_KeyPressed;
UIManager.Init(this);
}
@ -164,6 +167,8 @@ namespace ShiftOS.Frontend
/// </summary>
protected override void LoadContent()
{
GameRenderTarget = new RenderTarget2D(graphicsDevice.GraphicsDevice, 1280, 720);
// Create a new SpriteBatch, which can be used to draw textures.
this.spriteBatch = new SpriteBatch(base.GraphicsDevice);
@ -255,7 +260,9 @@ namespace ShiftOS.Frontend
//Let's get the mouse state
var mouseState = Mouse.GetState(this.Window);
LastMouseState = mouseState;
int x = (int)GUI.ProgressBar.linear(mouseState.X, 0, graphicsDevice.PreferredBackBufferWidth, 0, 1280);
int y = (int)GUI.ProgressBar.linear(mouseState.Y, 0, graphicsDevice.PreferredBackBufferHeight, 0, 720);
LastMouseState = new MouseState(x, y, mouseState.ScrollWheelValue, mouseState.LeftButton, mouseState.MiddleButton, mouseState.RightButton, mouseState.XButton1, mouseState.XButton2);
UIManager.ProcessMouseState(LastMouseState, mouseMS);
if (mouseState.LeftButton == ButtonState.Pressed)
@ -329,8 +336,8 @@ namespace ShiftOS.Frontend
var rasterizerState = new RasterizerState();
rasterizerState.CullMode = CullMode.None;
rasterizerState.MultiSampleAntiAlias = true;
graphicsDevice.GraphicsDevice.SetRenderTarget(GameRenderTarget);
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied,
SamplerState.LinearWrap, DepthStencilState.Default,
rasterizerState);
@ -344,7 +351,7 @@ namespace ShiftOS.Frontend
var mousepos = Mouse.GetState(this.Window).Position;
var mousepos = LastMouseState;
spriteBatch.Draw(MouseTexture, new Rectangle(mousepos.X+1, mousepos.Y+1, MouseTexture.Width, MouseTexture.Height), Color.Black * 0.5f);
spriteBatch.Draw(MouseTexture, new Rectangle(mousepos.X, mousepos.Y, MouseTexture.Width, MouseTexture.Height), Color.White);
@ -400,6 +407,10 @@ Red text means low framerate, a low framerate could be a sign of CPU hogging cod
Text cache: {GraphicsContext.StringCaches.Count}", 0, 0, color, new System.Drawing.Font("Lucida Console", 9F, System.Drawing.FontStyle.Bold));
}
spriteBatch.End();
graphicsDevice.GraphicsDevice.SetRenderTarget(null);
spriteBatch.Begin();
spriteBatch.Draw(GameRenderTarget, new Rectangle(0, 0, graphicsDevice.PreferredBackBufferWidth, graphicsDevice.PreferredBackBufferHeight), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}