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This example demonstrates how to start a game in full screen.
To start a game in full screen
- Derive a class from Game.
- After creating the GraphicsDeviceManager, set its PreferredBackBufferWidth and PreferredBackBufferHeight to the desired screen width and height.
- Set IsFullScreen to true.
//Game1.cs
#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
#endregion
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
ContentManager content;
public Game1()
{
graphics = new GraphicsDeviceManager( this );
content = new ContentManager( Services );
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;
graphics.PreferMultiSampling = false;
graphics.IsFullScreen = true;
}
protected override void Initialize()
{
// TODO: Add your initialization logic here.
base.Initialize();
}
protected override void LoadGraphicsContent( bool loadAllContent )
{
if (loadAllContent)
{
// TODO: Load any ResourceManagementMode.Automatic content.
}
// TODO: Load any ResourceManagementMode.Manual content.
}
protected override void UnloadGraphicsContent( bool unloadAllContent )
{
if (unloadAllContent == true)
{
content.Unload();
}
}
protected override void Update( GameTime gameTime )
{
// Allows the default game to exit on Xbox 360 and Windows.
if (GamePad.GetState( PlayerIndex.One ).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here.
base.Update( gameTime );
}
protected override void Draw( GameTime gameTime )
{
graphics.GraphicsDevice.Clear( Color.CornflowerBlue );
// TODO: Add your drawing code here.
base.Draw( gameTime );
}
}