Hey,
So the issue i am having is when i start my app in full screen mode, or switch to full screen mode my mouse Y position is 20 pixels out. The app has to be started in the native desktop resolution for this to happen.
In my game i can change the resolution and full screen in the menu. Triggering full screen on and off two times (not one) will suddenly fix the issue and the mouse coordinates will be correct. I am assuming it has something to do with the windows title bar that is displayed in windowed mode as that is 20 pixels high.
Starting the game in windowed mode, then switching to full screen at the windows desktop resolution still triggers the 20 pixel difference. I have tried a bare bones XNA project on two computers and it does the same thing.
In the following code change your resolution to your native resolution. Move your mouse to the top of the screen and check the Y coordinates in the debug output.
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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();
graphics.IsFullScreen = true;
IsFixedTimeStep = false;
graphics.PreferredBackBufferWidth = 1920;
graphics.PreferredBackBufferHeight = 1080;
graphics.ApplyChanges();
IsMouseVisible = true;
}
/// <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
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific 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 gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
MouseState mouseState = Mouse.GetState();
Debug.WriteLine(mouseState.X + ":" + mouseState.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);
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}`