在XNA中切换全屏会导致丢失设备类错误

在XNA中切换全屏会导致丢失设备类错误,xna,fullscreen,xna-4.0,Xna,Fullscreen,Xna 4.0,我正在尝试编写我的第一个XNA游戏,我想包括ALT+ENTER功能,以便在全屏模式和窗口模式之间切换。我的游戏现在非常基本,没什么特别的。我可以让它在我的LoadContent函数中以窗口(默认)或全屏(通过调用ToggleFullScreen)运行,一切都很好 然而,当我在更新函数中使用完全相同的代码调用ToggleFullScreen时,我的游戏失败了。如果我启动windowed并切换到全屏,它似乎会冻结,只显示一帧,不接受键盘输入(我必须按CTRL+ALT+DEL)。如果启动全屏并切换到w

我正在尝试编写我的第一个XNA游戏,我想包括ALT+ENTER功能,以便在全屏模式和窗口模式之间切换。我的游戏现在非常基本,没什么特别的。我可以让它在我的LoadContent函数中以窗口(默认)或全屏(通过调用ToggleFullScreen)运行,一切都很好

然而,当我在更新函数中使用完全相同的代码调用ToggleFullScreen时,我的游戏失败了。如果我启动windowed并切换到全屏,它似乎会冻结,只显示一帧,不接受键盘输入(我必须按CTRL+ALT+DEL)。如果启动全屏并切换到windowed,则DrawIndexedPrimitive上会出现错误,并显示消息“当前顶点声明未包含当前顶点着色器所需的所有元素。缺少Normal0。”(这不是真的;我的顶点缓冲区是vertex ExpositionNormalTexture,包含数据,GraphicsDevice状态为Normal).

这两个问题似乎都指向某种程度上与该设备的连接丢失,但我不明白为什么。我在网上找到的每个资源都说切换全屏就像调用ToggleFullScreen函数一样简单,没有提到重置设备或缓冲区。有什么想法吗

编辑:这里有一些代码,没有涉及其他内容:

    protected override void LoadContent()
    {
        graphics.PreferredBackBufferWidth = 800; 
        graphics.PreferredBackBufferHeight = 600;
        graphics.ToggleFullScreen();

        basicEffect = new BasicEffect(graphics.GraphicsDevice);
        // etc.
    }

    protected override void Update(GameTime gameTime)
    {
        if (k.IsKeyDown(Keys.Enter) && (k.IsKeyDown(Keys.LeftAlt) || k.IsKeyDown(Keys.RightAlt)) && !oldKeys.Contains(Keys.Enter)) {
            graphics.ToggleFullScreen();
            gameWorld.Refresh();
        }
         // update the world's graphics; this fills my buffers
        GraphicsBuffers gb = gameWorld.Render(graphics.GraphicsDevice);
        graphics.GraphicsDevice.SetVertexBuffer(gb.vb, 0);
        graphics.GraphicsDevice.Indices = gb.ib;
   }

    protected override void Draw(GameTime gameTime)
    {
        // buffer reference again; these are persistent once filled in Update, they don't get created anew
        GraphicsBuffers gb = gameWorld.Render(graphics.GraphicsDevice);

        foreach (EffectPass effectPass in basicEffect.CurrentTechnique.Passes)
        {
            effectPass.Apply();

            basicEffect.Texture = textures;
            graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, gb.vb.VertexCount, 0, gb.ib.IndexCount / 3);
        }
    }

根据AppHub论坛上的一个答案,你必须确保重建投影矩阵

从那个链接

另外,要注意不同的问题 切换全宽比时的纵横比 屏幕。如果你是3D的,你需要 重建投影矩阵。如果 你是2D的,你可能需要 将缩放矩阵传递给您的 SpriteBatch.Begin函数。这 这篇文章有关于做什么的信息 这是二维的


所以你要确保你做到了(不幸的是,发布链接的文章在Ziggyware上,该站点已经消失了很长时间,因此要找到他们链接到的2D示例,如果您有兴趣查看,可能必须使用WaybackMachine之类的存档站点,因为您正在做3D,我想可能不感兴趣).

我可以使用以下类切换全屏/窗口模式:

/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;

    private Model grid;
    Model tank;
    int zoom = 1;

    Texture2D thumb;
    Vector2 position = new Vector2( 400, 240 );
    Vector2 velocity = new Vector2( -1, -1 );
    Matrix projection, view;
    public Game1()
    {
        graphics = new GraphicsDeviceManager( this );
        Content.RootDirectory = "Content";
    }

    /// <summary>
    /// Allows the game to perform any initialization it needs to before starting to run.
    /// This is where it can query for any required services and load any non-graphic
    /// related content.  Calling base.Initialize will enumerate through any components
    /// and initialize them as well.
    /// </summary>
    protected override void Initialize()
    {
        // TODO: Add your initialization logic here

        base.Initialize();

        projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4,
                                                                GraphicsDevice.Viewport.AspectRatio,
                                                                10,
                                                                20000 );

        view = Matrix.CreateLookAt( new Vector3( 1500, 550, 0 ) * zoom + new Vector3( 0, 150, 0 ),
                                          new Vector3( 0, 150, 0 ),
                                          Vector3.Up );

    }

    /// <summary>
    /// LoadContent will be called once per game and is the place to load
    /// all of your content.
    /// </summary>
    protected override void LoadContent()
    {
        // Create a new SpriteBatch, which can be used to draw textures.
        spriteBatch = new SpriteBatch( GraphicsDevice );

        // TODO: use this.Content to load your game content here
        thumb = Content.Load<Texture2D>( "GameThumbnail" );
        grid = Content.Load<Model>( "grid" );
        tank = Content.Load<Model>( "tank" );

    }

    /// <summary>
    /// UnloadContent will be called once per game and is the place to unload
    /// all content.
    /// </summary>
    protected override void UnloadContent()
    {
        // TODO: Unload any non ContentManager content here
    }

    int ToggleDelay = 0;
    /// <summary>
    /// Allows the game to run logic such as updating the world,
    /// checking for collisions, gathering input, and playing audio.
    /// </summary>
    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Update( GameTime gameTime )
    {
        // Allows the game to exit
        if ( GamePad.GetState( PlayerIndex.One ).Buttons.Back == ButtonState.Pressed )
            this.Exit();

        var kbState = Keyboard.GetState();
        if ( ( kbState.IsKeyDown( Keys.LeftAlt ) || kbState.IsKeyDown( Keys.RightAlt ) ) &&
             kbState.IsKeyDown( Keys.Enter ) && ToggleDelay <= 0 )
        {
            graphics.ToggleFullScreen();
            ToggleDelay = 1000;
        }

        if ( ToggleDelay >= 0 )
        {
            ToggleDelay -= gameTime.ElapsedGameTime.Milliseconds;
        }
        // TODO: Add your update logic here

        int x, y;
        x = (int)position.X;
        y = (int)position.Y;

        x += (int)velocity.X;
        y += (int)velocity.Y;
        if ( x > 480 - 64 )
            velocity.X = +1;
        if ( x < 0 )
            velocity.X = -1;
        if ( y < 0 )
            velocity.Y = +1;
        if ( y > 800 - 64 )
            velocity.Y = -1;

        position.X = x;
        position.Y = y;

        base.Update( gameTime );
    }

    /// <summary>
    /// This is called when the game should draw itself.
    /// </summary>
    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Draw( GameTime gameTime )
    {
        GraphicsDevice.Clear( Color.CornflowerBlue );

        Matrix rotation = Matrix.CreateRotationY( gameTime.TotalGameTime.Seconds * 0.1f );

        // Set render states.
        GraphicsDevice.BlendState = BlendState.Opaque;
        GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;
        GraphicsDevice.DepthStencilState = DepthStencilState.Default;
        GraphicsDevice.SamplerStates[ 0 ] = SamplerState.LinearWrap;

        grid.Draw( rotation, view, projection );

        DrawModel( tank, rotation, view, projection );

        // TODO: Add your drawing code here
        spriteBatch.Begin();
        spriteBatch.Draw( thumb, new Rectangle( (int)position.X, (int)position.Y, 64, 64 ), Color.White );
        spriteBatch.End();

        base.Draw( gameTime );
    }

    public void DrawModel( Model model, Matrix world, Matrix view, Matrix projection )
    {
        // Set the world matrix as the root transform of the model.
        model.Root.Transform = world;

        // Allocate the transform matrix array.
        Matrix[] boneTransforms = new Matrix[ model.Bones.Count ];

        // Look up combined bone matrices for the entire model.
        model.CopyAbsoluteBoneTransformsTo( boneTransforms );

        // Draw the model.
        foreach ( ModelMesh mesh in model.Meshes )
        {
            foreach ( BasicEffect effect in mesh.Effects )
            {
                effect.World = boneTransforms[ mesh.ParentBone.Index ];
                effect.View = view;
                effect.Projection = projection;

                //switch (lightMode)
                //{
                //    case LightingMode.NoLighting:
                //        effect.LightingEnabled = false;
                //        break;

                //    case LightingMode.OneVertexLight:
                //        effect.EnableDefaultLighting();
                //        effect.PreferPerPixelLighting = false;
                //        effect.DirectionalLight1.Enabled = false;
                //        effect.DirectionalLight2.Enabled = false;
                //        break;

                //    case LightingMode.ThreeVertexLights:
                //effect.EnableDefaultLighting();
                //effect.PreferPerPixelLighting = false;
                //        break;

                //    case LightingMode.ThreePixelLights:
                //        effect.EnableDefaultLighting();
                //        effect.PreferPerPixelLighting = true;
                //        break;
                //}

                effect.SpecularColor = new Vector3( 0.8f, 0.8f, 0.6f );
                effect.SpecularPower = 16;
                effect.TextureEnabled = true;
            }

            mesh.Draw();
        }
    }
}
//
///这是游戏的主要类型
/// 
公共类游戏1:Microsoft.Xna.Framework.Game
{
图形管理器图形;
SpriteBatch SpriteBatch;
私有模型网格;
模型罐;
int zoom=1;
拇指纹理;
向量2位置=新向量2(400240);
矢量2速度=新矢量2(-1,-1);
矩阵投影,视图;
公共游戏1()
{
graphics=新的GraphicsDeviceManager(此);
Content.RootDirectory=“Content”;
}
/// 
///允许游戏在开始运行之前执行任何需要的初始化。
///在这里,它可以查询任何必需的服务,并加载任何非图形化的服务
///相关内容。调用base.Initialize将枚举所有组件
///并对它们进行初始化。
/// 
受保护的覆盖无效初始化()
{
//TODO:在此处添加初始化逻辑
base.Initialize();
projection=Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4,
GraphicsDevice.Viewport.AspectRatio,
10,
20000 );
视图=矩阵.CreateLookAt(新矢量3(15005500)*缩放+新矢量3(0150,0),
新矢量3(0,150,0),
向量3.向上);
}
/// 
///LoadContent将在每个游戏中调用一次,并且是加载的地方
///你所有的内容。
/// 
受保护的覆盖void LoadContent()
{
//创建一个新的SpriteBatch,可用于绘制纹理。
spriteBatch=新spriteBatch(图形设备);
//TODO:使用此.Content在此处加载游戏内容
thumb=Content.Load(“游戏缩略图”);
网格=Content.Load(“网格”);
储罐=内容物。荷载(“储罐”);
}
/// 
///UnloadContent将在每个游戏中调用一次,并且是卸载的地方
///所有内容。
/// 
受保护的覆盖无效UnloadContent()
{
//TODO:在此卸载任何非ContentManager内容
}
int-ToggleDelay=0;
/// 
///允许游戏运行逻辑,例如更新世界,
///检查碰撞、收集输入和播放音频。
/// 
///提供计时值的快照。
受保护覆盖无效更新(游戏时间游戏时间)
{
//允许游戏退出
if(GamePad.GetState(PlayerIndex.One).Buttons.Back==ButtonState.Pressed)
这是Exit();
var kbState=Keyboard.GetState();
if((kbState.IsKeyDown(Keys.LeftAlt)| | kbState.IsKeyDown(Keys.righalt))&&
kbState.IsKeyDown(Keys.Enter)和&ToggleDelay=0)
{
ToggleDelay-=gameTime.ElapsedGameTime.毫秒;
}
//TODO:在此处添加更新逻辑
int x,y;
x=(int)position.x;
y=(int)位置y;
x+=(int)速度x;
y+=(int)速度y;
如果(x>480-64)
速度X=+1;
if(x<0)
速度X=-1;
if(y<0)
速度Y=+1;
如果(y>800-64)
速度Y=-1;
位置X=X;
位置Y=Y;
更新(游戏时间);
}
/// 
///这就是所谓的比赛应该平局的时候。
/// 
///提供计时值的快照。
受保护覆盖无效绘制(游戏时间游戏时间)
{
图形设备。清晰(颜色:矢车菊蓝);
矩阵旋转=矩阵.CreateRota
    graphics.GraphicsDevice.SetVertexBuffer(gb.vb, 0);