XNA游戲開發(fā)中橫豎屏的設(shè)置
手機(jī)設(shè)備里面,會有橫豎屏的狀態(tài),一般會有3種情況,一個(gè)是豎屏,一個(gè)是右橫屏,一個(gè)是左橫屏。XNA游戲開發(fā)中,橫屏的設(shè)置是通過GraphicsDeviceManager類的SupportedOrientations屬性來設(shè)置的,GraphicsDeviceManager類在XNA類庫介紹中提到的該類型是非常重要的。它為開發(fā)者提供方法來管理目標(biāo)設(shè)備的顯卡資源。簡單地說就是調(diào)用顯卡的一個(gè)接口,該對象的GraphicsDevice屬性代表當(dāng)前目標(biāo)設(shè)備的顯卡。
代碼示例:
- 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.Input.Touch;
- using Microsoft.Xna.Framework.Media;
- namespace SlXnaApp1
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- public class Game1 : Microsoft.Xna.Framework.Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- SpriteFont rotationFont;
- public Game1()
- {
- graphics = new GraphicsDeviceManager(this);
- Content.RootDirectory = "Content";
- // Frame rate is 30 fps by default for Windows Phone.
- TargetElapsedTime = TimeSpan.FromTicks(333333);
- //添加橫屏和豎屏的支持
- graphics.SupportedOrientations = DisplayOrientation.Portrait | DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;
- }
- /// <summary>
- /// Allows the game to perform any initialization it needs to before starting to run.
- /// This is where it can query for any required services and load any non-graphic
- /// related content. Calling base.Initialize will enumerate through any components
- /// and initialize them as well.
- /// </summary>
- protected override void Initialize()
- {
- // TODO: Add your initialization logic here
- base.Initialize();
- }
- /// <summary>
- /// LoadContent will be called once per game and is the place to load
- /// all of your content.
- /// </summary>
- protected override void LoadContent()
- {
- // Create a new SpriteBatch, which can be used to draw textures.
- spriteBatch = new SpriteBatch(GraphicsDevice);
- // TODO: use this.Content to load your game content here
- rotationFont = Content.Load<SpriteFont>("rotationFont");
- }
- /// <summary>
- /// UnloadContent will be called once per game and is the place to unload
- /// all content.
- /// </summary>
- protected override void UnloadContent()
- {
- // TODO: Unload any non ContentManager content here
- }
- /// <summary>
- /// Allows the game to run logic such as updating the world,
- /// checking for collisions, gathering input, and playing audio.
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- protected override void Update(GameTime gameTime)
- {
- // Allows the game to exit
- if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
- this.Exit();
- base.Update(gameTime);
- }
- /// <summary>
- /// This is called when the game should draw itself.
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- protected override void Draw(GameTime gameTime)
- {
- GraphicsDevice.Clear(Color.CornflowerBlue);
- // TODO: Add your drawing code here
- spriteBatch.Begin();
- spriteBatch.DrawString(rotationFont, "你現(xiàn)在手機(jī)的擺放狀態(tài)是:" + Window.CurrentOrientation.ToString() + ".", new Vector2(50, 50), Color.White);
- spriteBatch.End();
- base.Draw(gameTime);
- }
- }
- }
原文鏈接:http://www.cnblogs.com/linzheng/archive/2012/04/15/2450274.html
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