I've been working on a cross-platform framework/abstraction-layer for a number of months now, based on the XNA framework for WP7 and Mono for Android and iOS. Having got the majority of functionality working for Android, I have recently returned to WP7 in order to get a simple game working on both platforms.
The trouble is, I've encountered a very strange graphical error. The error does not occur in a Windows-based XNA game, and only occurs on WP7 when the orientation is Landscape (either by default or specified). The glitch appears on the emulator, but not the physical device. For testing purposes, I am displaying a single image on a red background.
Windows XNA
Windows http://www.genius-i.com/images/Windows.png
Windows Phone 7 (Portrait)
Portait http://www.genius-i.com/images/Portrait.png
Windows Phone 7 (Landscape)
Landscape http://www.genius-i.com/images/Landscape.png
Obviously the landscape image is not coming out as expected. While it's all handled through an abstraction layer, the XNA platform files are identical, the only difference between the Windows and WP7 versions being the target platform/framework.
Similarly, the calls to the graphics device and renderer are identical.
During Construction ( Extracted from various classes and functions )
device = new Microsoft.Xna.Framework.GraphicsDeviceManager(game);
device.PreferredBackBufferHeight = 480;
device.PreferredBackBufferWidth = 800;
Backend.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;
// Whether or not I set the orientation, the glitchoccurs.
During Initialisation ( Extracted from various classes and functions )
renderer = new SpriteBatch(device.GraphicsDevice);
During Drawing
device.Clear(Color.Red);
renderer.Begin();
renderer.Draw(ZNGTexture, new Rectangle(10, 400, 145, 66), null, Color.White, 0f, Vector.Zero, SpriteEffects.none, 0f);
renderer.End()
Does anyone have any insight into what might cause a graphical glitch such as the one I've described?
Thanks for any help you might offer, and sorry to intrude with a second question over the course of a few days.
Full Code
To help in identifying the issue, I'm presenting a good deal of the actual code. I originally excluded it because it's a bit long, and the classes are simple wrappers for most of XNA's functionality.
Game Class
public class Game : Microsoft.Xna.Framework.Game, IGame
{
#region Data: Fields
private GraphicsBackendXNA graphics;
private Renderer2DXNA renderer;
ContentLoaderXNA content;
#endregion
#region Data: Properties
public GraphicsBackend Backend { get { return graphics; } }
public Renderer2D Renderer { get { return renderer; } }
public ContentLoader Loader { get { return content; } }
#endregion
#region Methods: Construction
public Game()
{
graphics = new GraphicsBackendXNA(this);
content = new ContentLoaderXNA(this.Services, "Content");
FinaliseConstruction();
}
protected virtual void FinaliseConstruction() { }
#endregion
#region Methods: Initialisation
protected override void Initialize()
{
Core.Console.Initialise(); // Initialised once for error logging.
base.Initialize();
renderer = new RendererXNA(graphics);
Core.Console.Initialise(renderer); // Initialised a second time for graphics services.
Transform.ScreenSize = new Vector2(Backend.ScreenWidth, Backend.ScreenHeight);
Core.Audio.MediaPlayer.Initialise(new Audio.MediaHandler());
Core.Audio.SoundEffect.Initialise(Audio.SoundEffectXNA.SetVolume);
Core.Input.Input.Set(new KeyboardReaderXNA(), new MouseReaderXNA(), new GamePadReaderXNA(), new Input.Touch.TouchPanelXNA(), new GamePadOutputXNA());
Core.Input.InputManager.Initialise();
}
#endregion
#region Methods: Loading and Unloading Content
protected override void UnloadContent()
{
content.Unload();
base.UnloadContent();
}
#endregion
#region Methods: Drawing
protected override void EndDraw()
{
Camera2D.AllOff();
base.EndDraw();
}
#endregion
Graphics Backend Class
The graphics backend (XNA) class is a simple wrapper class. It extends the GraphicsBackend class, which is abstract and contains no functionality.
public class GraphicsBackendXNA : GraphicsBackend
{
#region Data: Fields
private Microsoft.Xna.Framework.GraphicsDeviceManager device;
#endregion
#region Data: Properties
public override Display Display { get { return device.GraphicsDevice.PresentationParameters.ToHeron(); } }
public override Core.Graphics.Viewport Viewport { get { return device.GraphicsDevice.Viewport.ToHeron(); } }
public override int ScreenWidth { get { return device.PreferredBackBufferWidth; } set { device.PreferredBackBufferWidth = value; } }
public override int ScreenHeight { get { return device.PreferredBackBufferHeight; } set { device.PreferredBackBufferHeight = value; } }
public override bool IsFullScreen { get { return device.IsFullScreen; } set { device.IsFullScreen = value; } }
public override Core.DisplayOrientation SupportedOrientations
{
get { return ((Core.DisplayOrientation)((int)device.SupportedOrientations); }
set { device.SupportedOrientations = (Microsoft.Xna.Framework.DisplayOrientation)((int)value); }
}
#endregion
#region Methods: Construction
public GraphicsBackendXNA(Microsoft.Xna.Framework.Game game)
{
device = new Microsoft.Xna.Framework.GraphicsDeviceManager(game);
}
#endregion
#region Methods: Settings
public override void ApplyChanges()
{
device.ApplyChanges();
}
#endregion
#region Methods: Rendering
public override void Clear(Colour colour)
{
device.GraphicsDevice.Clear(new Microsoft.Xna.Framework.Color(colour.R, colour.G, colour.B, colour.A));
}
#endregion
#region Methods: Renderer
public override Renderer2D CreateRenderer() { return new Renderer2DXNA(this); }
#endregion
Renderer 2D XNA Class
The Renderer 2D XNA class is another simple wrapper. It inherits from the Renderer2D base class, which implements a great number of abstract methods for drawing content. it has some very basic functionality which I will details first, but I won't bother including all the blank methods.
public class Renderer2D : IDisposable
{
private GraphicsBackend backend;
private Matrix currentMatrix;
public virtual GraphicsBackend Backend { get { return backend; } protected set { backend = value; } }
public Matrix CurrentMatrix { get { return currentMatrix; } set { currentMatrix = value; } }
public Renderer2D(GraphicsBackend backend) { this.backend = backend; CurrentMatrix = Matrix.Identity; }
}
public class Renderer2DXNA : Renderer2D
{
#region Static: 1 Pixel Texture
private static Texture2D filler;
private static bool Initialised { get { return filler != null; } }
public static void Initialise(GraphicsBackendXNA backend)
{
filler = CreateFiller(backend)
}
private static Texture2D CreateFiller(GraphicsBackendXNA backend)
{
Texture2D rt = new Texture2D(backend.Device.GraphicsDevice, 1, 1);
rt.SetData<Microsoft.Xna.Framework.Color>(new Microsoft.Xna.Framework.Color[] { Microsoft.Xna.Framework.Color.White });
return rt;
}
#endregion
#region Data: Fields
private SpriteBatch renderer;
#endregion
#region Methods: Construction
public Renderer2DXNA(GraphicsBackendXNA backend) : base(backend)
{
if (!Initialised)
Initialise(backend);
renderer = new SpriteBatch(backend.Device.GraphicsDevice);
}
#endregion
#region Methods: Begin and End
public override void Begin(Core.Graphics.SpriteSortMode sortMode, BlendMode blendMode, Core.Matrix transformMatrix)
{
renderer.Begin(); // Obviously not fully implemented, but simple for now.
}
public override void End() { renderer.End(); }
#endregion
#region Methods: Draw Image
public override void Draw(Image Image, Core.Rectangle Boundary, Core.Rectangle? Source, Colour DrawColour, float RotationRadians, Core.Vector2 Origin, Core.SpriteEffects Effects, float Layer)
{
if (!(Image is ImageXNA))
return;
ImageXNA realImage = Image as ImageXNA;
Microsoft.Xna.Framework.Rectangle finalSource =
Source.HasValue ? Source.Value.ToXNARectangle()
: new Microsoft.Xna.Framework.Rectangle(0, 0, realImage.Width, realImage.Height);
renderer.Draw(
realImage.Texture,
Boundary.ToXNARectangle(),
finalSource,
new Microsoft.Xna.Framework.Color(DrawColour.R, DrawColour.G, DrawColour.B, DrawColour.A),
RotationRadians,
Origin.ToXNAVector2(),
(SpriteEffects)((int)Effects),
Layer);
}
#endregion
}
// I'll leave off string and shape drawing, considering they're not being used here.
GraphicsDeviceManager
properly? You should be setting the desired graphics settings in the constructor, whichGame
will then use to initialise the device beforeInitialize
is called. No idea if this will fix your problem - but it's worth a shot. – Andrew Russell