Manual control over when to redraw the screen
I'm trying to make a turn-based 开发者_如何学JAVAroguelike engine thing for XNA. I'm basically porting the game over from a previous work I did using an SDL-based roguelike library called libtcod. How can I modify the basic XNA template thing to make the game not redraw the screen every frame, but, instead, when I want?
The correct method for doing this is to call GraphicsDevice.Present()
whenever you want to draw the back buffer onto the screen.
Now the difficulty here is that the Game
class automatically calls Present for you (specifically in Game.EndDraw
), which is something you don't want it to do. Fortunately Game
provides a number of ways to prevent Present from being called:
The best way would be to override BeginDraw
and have it return false, to prevent a frame from being drawn (including preventing Draw
and EndDraw
from being called), like so:
protected override bool BeginDraw()
{
if(readyToDraw)
return base.BeginDraw();
else
return false;
}
The other alternatives are to call Game.SuppressDraw
, or to override EndDraw
such that it does not call base.EndDraw()
until you are ready to have a frame displayed on screen.
Personally I would simply draw every frame.
You don't need to inherit from Game class, it is entirely optional. You can write your own class which redraws the screen only when you want. There's some useful code in the class though, so you can use Reflector to copy code from there and then change its logic.
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