@MasterQuestMaster wrote:
I tried to follow the EmptyKeys UI tutorial to make a sample GUI.
In the process, I created the following event handler for
graphics.PreparingDeviceSettings
:private void Graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e) { this.nativeScreenWidth = this.graphics.PreferredBackBufferWidth; this.nativeScreenHeight = this.graphics.PreferredBackBufferHeight; this.graphics.PreferredBackBufferWidth = WINDOW_WIDTH; // const int = 1280 this.graphics.PreferredBackBufferHeight = WINDOW_HEIGHT; // const int = 720 this.graphics.PreferMultiSampling = true; this.graphics.GraphicsProfile = GraphicsProfile.HiDef; this.graphics.SynchronizeWithVerticalRetrace = true; this.graphics.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8; e.GraphicsDeviceInformation.PresentationParameters.MultiSampleCount = 16; }
which is assigned like:
public WSOnlineGame() { this.graphics = new GraphicsDeviceManager(this); this.graphics.DeviceCreated += Graphics_DeviceCreated; this.graphics.PreparingDeviceSettings += Graphics_PreparingDeviceSettings; this.Content.RootDirectory = "Content"; }
This is the other event handler:
private void Graphics_DeviceCreated(object sender, EventArgs e) { //Ermöglicht Engine-Singleton Engine engine = new MonoGameEngine(this.GraphicsDevice, nativeScreenWidth, nativeScreenHeight); }
From my understanding, setting the Width and Height should make the window the assigned size (1280 x 720). But when I start the program, it still runs on the default size of 800x480.
I verified that the code is called by setting a breakpoint in Visual Studio.Google said to use ApplyChanges(), but apparently that causes an infinite loop when called inside PreparingDeviceSettings-Handler.
So why does the code not set my window size correctly? Is it not supported by my graphics card or something? Or am I overlooking something that also sets the size?
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