There will be a portrait screen in the mobile phone device. Generally there are three situations: one is a portrait screen, the other is a right landscape screen, and the other is a left landscape screen, the landscape settings are set through the supportedorientations attribute of the graphicsdevicemanager class. The graphicsdevicemanager class mentioned in the xNa class library introduction is very important. It provides developers with methods to manage the graphics card resources of the target device. In short, it calls an interface of the video card. The graphicsdevice attribute of this object represents the video card of the current target device.
Example:
Using System; Using System. Collections. Generic; Using System. LINQ; Using Microsoft. xNa. Framework; Using Microsoft. xNa. Framework. Audio; Using Microsoft. xNa. Framework. content; Using Microsoft. xNa. Framework. gamerservices; Using Microsoft. xNa. Framework. graphics; Using Microsoft. xNa. Framework. input; Using Microsoft. xNa. Framework. Input. Touch; Using Microsoft. xNa. Framework. Media; Namespace Rotationsample { /// <Summary> /// This is the main type for your game /// </Summary> Public Class Game1: Microsoft. xNa. Framework. Game {graphicsdevicemanager graphics; spritebatch; spritefont rotationfont; Public Game1 () {graphics = New Graphicsdevicemanager ( This ); Content. rootdirectory = " Content " ; // Frame rate is 30 FPS by default for Windows Phone. Targetelapsedtime = timespan. fromticks ( 333333 ); // Add support for landscape and landscape screens Graphics. supportedorientations = displayorientation. Portrait | displayorientation. landscapeleft |Displayorientation. landscaperight ;} /// <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 ();} /// <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 Rotationfont = content. Load <spritefont> ( " Rotationfont " );} /// <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 } /// <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 ){ // Allows the game to exit If (Gamepad. getstate (playerindex. One). Buttons. Back = Buttonstate. Pressed) This . Exit (); Base . Update (gametime );} /// <Summary> /// This is called when the game shoshould draw itself. /// </Summary> /// <Param name = "gametime"> Provides a snapshot of timing values. </Param> Protected Override Void Draw (gametime) {graphicsdevice. Clear (color. cornflowerblue ); // Todo: add your drawing code here Spritebatch. Begin (); spritebatch. drawstring (rotationfont, " Your current mobile phone status is: " + Window. currentorientation. tostring () + " . " , New Vector2 ( 50 , 50 ), Color. White); spritebatch. End (); Base . Draw (gametime );}}}