I'm writing a 2D game in the latest XNA (C#). I'm doing a bit of an overhaul of old code and have just put back in buttons to change resolution. However, after either fullscreen mode being toggled or the window size/resolution being changed the screen is just black (the color of my clear screen call) forever, although the game still runs, as I can quit it with a keypress. This didn't happen in my previous version - it all worked fine - but there's no difference in the relevant code I can find. However I did redo my graphics loading to use my own Texture loader instead of the Content Loader - could this be the issue?
If no other option, is there a simple way to make the game restart, as the graphics are ok and in the selected format after a restart?
My code is:
public override void Click()
{
base.Click();
Settings.Default.screenWidth = resolution[0];
Settings.Default.screenHeight = resolution[1];
Settings.Default.Save();
Variables.screenWidth = Settings.Default.screenWidth;
Variables.screenHeight = Settings.Default.screenHeight;
Game1.graphics.PreferredBackBufferWidth = Variables.screenWidth;
Game1.graphics.PreferredBackBufferHeight = Variables.screenHeight;
Game1.graphics.ApplyChanges();
}
Thanks!
Edit: My texture loadign code - loads all files with a name included in an enum as Texture2Ds..
public static void LoadAll(string subFolder)
{
List<string> s = Directory.GetFiles(path + "\\" + subFolder, "*.png", SearchOption.AllDirectories).ToList<string>();
foreach (string S in s)
{
if (Enum.IsDefined(typeof(T), Path.GetFileNameWithoutExtension(S)))
{
FileStream stream = new FileStream(S, FileMode.Open);
Texture2D t = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
RenderTarget2D result = null;
//Setup a render target to hold our final texture which will have premulitplied alpha values
result = new RenderTarget2D(Game1.graphics.GraphicsDevice, t.Width, t.Height);
Game1.graphics.GraphicsDevice.SetRenderTarget(result);
Game1.graphics.GraphicsDevice.Clear(Microsoft.Xna.Framework.Color.Black);
//Multiply each color by the source alpha, and write in just the color values into the final texture
BlendState blendColor = new BlendState();
blendColor.ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue;
blendColor.AlphaDestinationBlend = Blend.Zero;
blendColor.ColorDestinationBlend = Blend.Zero;
blendColor.AlphaSourceBlend = Blend.SourceAlpha;
blendColor.ColorSourceBlend = Blend.SourceAlpha;
Game1.spriteBatch.Begin(SpriteSortMode.Immediate, blendColor);
Game1.spriteBatch.Draw(t, t.Bounds, Microsoft.Xna.Framework.Color.White);
Game1.spriteBatch.End();
//Now copy over the alpha values from the PNG source texture to the final one, without multiplying them
BlendState blendAlpha = new BlendState();
blendAlpha.ColorWriteChannels = ColorWriteChannels.Alpha;
blendAlpha.AlphaDestinationBlend = Blend.Zero;
blendAlpha.ColorDestinationBlend = Blend.Zero;
blendAlpha.AlphaSourceBlend = Blend.One;
blendAlpha.ColorSourceBlend = Blend.One;
Game1.spriteBatch.Begin(SpriteSortMode.Immediate, blendAlpha);
Game1.spriteBatch.Draw(t, t.Bounds, Microsoft.Xna.Framework.Color.White);
Game1.spriteBatch.End();
//Release the GPU back to drawing to the screen
Game1.graphics.GraphicsDevice.SetRenderTarget(null);
t = result;
textureDictionary.Add(Path.GetFileNameWithoutExtension(S), t);
}
// else
// Console.WriteLine("Did not load -- " + Path.GetFileNameWithoutExtension(S) + " -- (add to enum to enable loading)");
}
}
Edit: The working code from following below advice - probably not the most efficient but it works!
public static void LoadAll(string subFolder)
{
List<string> s = Directory.GetFiles(path + "\\" + subFolder, "*.png", SearchOption.AllDirectories).ToList<string>();
foreach (string S in s)
{
if (Enum.IsDefined(typeof(T), Path.GetFileNameWithoutExtension(S)))
{
FileStream stream = new FileStream(S, FileMode.Open);
Texture2D t = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
RenderTarget2D result = null;
Texture2D resultTexture;
//Setup a render target to hold our final texture which will have premulitplied alpha values
result = new RenderTarget2D(Game1.graphics.GraphicsDevice, t.Width, t.Height);
Game1.graphics.GraphicsDevice.SetRenderTarget(result);
Game1.graphics.GraphicsDevice.Clear(Microsoft.Xna.Framework.Color.Black);
//Multiply each color by the source alpha, and write in just the color values into the final texture
BlendState blendColor = new BlendState();
blendColor.ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue;
blendColor.AlphaDestinationBlend = Blend.Zero;
blendColor.ColorDestinationBlend = Blend.Zero;
blendColor.AlphaSourceBlend = Blend.SourceAlpha;
blendColor.ColorSourceBlend = Blend.SourceAlpha;
Game1.spriteBatch.Begin(SpriteSortMode.Immediate, blendColor);
Game1.spriteBatch.Draw(t, t.Bounds, Microsoft.Xna.Framework.Color.White);
Game1.spriteBatch.End();
//Now copy over the alpha values from the PNG source texture to the final one, without multiplying them
BlendState blendAlpha = new BlendState();
blendAlpha.ColorWriteChannels = ColorWriteChannels.Alpha;
blendAlpha.AlphaDestinationBlend = Blend.Zero;
blendAlpha.ColorDestinationBlend = Blend.Zero;
blendAlpha.AlphaSourceBlend = Blend.One;
blendAlpha.ColorSourceBlend = Blend.One;
Game1.spriteBatch.Begin(SpriteSortMode.Immediate, blendAlpha);
Game1.spriteBatch.Draw(t, t.Bounds, Microsoft.Xna.Framework.Color.White);
Game1.spriteBatch.End();
//Release the GPU back to drawing to the screen
Game1.graphics.GraphicsDevice.SetRenderTarget(null);
resultTexture = new Texture2D(Game1.graphics.GraphicsDevice, result.Width, result.Height);
Color[] data = new Color[result.Height * result.Width];
Color[] textureColor = new Color[result.Height * result.Width];
result.GetData<Color>(textureColor);
resultTexture.SetData(textureColor);
textureDictionary.Add(Path.GetFileNameWithoutExtension(S), resultTexture);
}
// else
// Console.WriteLine("Did not load -- " + Path.GetFileNameWithoutExtension(S) + " -- (add to enum to enable loading)");
}
}