你的意思是保持纵横比?
您可以像任何 WinForms 项目一样执行此操作:
当表单加载时,存储方面广播:(float)Width/(float)Height。在 XNA 中,这可能在您游戏的 LoadContent 中(因为此时会创建窗口)。
然后,处理表单的sizechanged 事件。您需要跟踪用户是否正在更改高度、宽度或两者。如果是高度,则设置Width = Height / AspectRatio,如果宽度变化设置Height = Width * AspectRatio。
如果两者都改变,则决定宽度或高度,(我的意思是在设计中选择一个,而不是每次调整大小)并按上述操作。
完成此操作后,您可能必须执行特定于 XNA 的操作,例如调整后缓冲区的大小等。但这不是针对此问题的,因此我将其省略(如果需要,请询问另一个问题是)。
编辑。下面是一个最小的工作示例:
它保持纵横比,并通过绘制到渲染目标窗口的原始大小来调整图形大小,然后绘制缩放以适应新窗口。如果您不想这样做,请删除覆盖的 BeginDraw 和 EndDraw 方法。
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace WindowsGame1
{
public class Game1 : Game
{
GraphicsDeviceManager Graphics;
float AspectRatio;
Point OldWindowSize;
Texture2D BlankTexture;
RenderTarget2D OffScreenRenderTarget;
SpriteBatch SpriteBatch;
public Game1()
{
Graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
Graphics.IsFullScreen = false;
Window.AllowUserResizing = true;
Window.ClientSizeChanged += new EventHandler<EventArgs>(Window_ClientSizeChanged);
}
void Window_ClientSizeChanged(object sender, EventArgs e)
{
// Remove this event handler, so we don't call it when we change the window size in here
Window.ClientSizeChanged -= new EventHandler<EventArgs>(Window_ClientSizeChanged);
if (Window.ClientBounds.Width != OldWindowSize.X)
{ // We're changing the width
// Set the new backbuffer size
Graphics.PreferredBackBufferWidth = Window.ClientBounds.Width;
Graphics.PreferredBackBufferHeight = (int)(Window.ClientBounds.Width / AspectRatio);
}
else if (Window.ClientBounds.Height != OldWindowSize.Y)
{ // we're changing the height
// Set the new backbuffer size
Graphics.PreferredBackBufferWidth = (int)(Window.ClientBounds.Height * AspectRatio);
Graphics.PreferredBackBufferHeight = Window.ClientBounds.Height;
}
Graphics.ApplyChanges();
// Update the old window size with what it is currently
OldWindowSize = new Point(Window.ClientBounds.Width, Window.ClientBounds.Height);
// add this event handler back
Window.ClientSizeChanged += new EventHandler<EventArgs>(Window_ClientSizeChanged);
}
protected override void LoadContent()
{
// Set up initial values
AspectRatio = GraphicsDevice.Viewport.AspectRatio;
OldWindowSize = new Point(Window.ClientBounds.Width, Window.ClientBounds.Height);
BlankTexture = new Texture2D(GraphicsDevice, 1, 1);
BlankTexture.SetData(new Color[] { Color.FromNonPremultiplied(255, 255, 255, 255) });
SpriteBatch = new SpriteBatch(GraphicsDevice);
OffScreenRenderTarget = new RenderTarget2D(GraphicsDevice, Window.ClientBounds.Width, Window.ClientBounds.Height);
}
protected override void UnloadContent()
{
if (OffScreenRenderTarget != null)
OffScreenRenderTarget.Dispose();
if (BlankTexture != null)
BlankTexture.Dispose();
if (SpriteBatch != null)
SpriteBatch.Dispose();
base.UnloadContent();
}
protected override bool BeginDraw()
{
GraphicsDevice.SetRenderTarget(OffScreenRenderTarget);
return base.BeginDraw();
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
SpriteBatch.Begin();
SpriteBatch.Draw(BlankTexture, new Rectangle(100, 100, 100, 100), Color.White);
SpriteBatch.End();
base.Draw(gameTime);
}
protected override void EndDraw()
{
GraphicsDevice.SetRenderTarget(null);
SpriteBatch.Begin();
SpriteBatch.Draw(OffScreenRenderTarget, GraphicsDevice.Viewport.Bounds, Color.White);
SpriteBatch.End();
base.EndDraw();
}
}
}