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Last active June 6, 2019 19:30
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MonoGame RenderTarget Scaling
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
public class Game1 : Game {
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
RenderTarget2D renderTarget;
const int VIRTUAL_WIDTH = 1366;
const int VIRTUAL_HEIGHT = 768;
public Game1 ()
graphics = new GraphicsDeviceManager (this);
Content.RootDirectory = "Content";
graphics.IsFullScreen = false;
TouchPanel.DisplayHeight = VIRTUAL_HEIGHT;
TouchPanel.DisplayWidth = VIRTUAL_WIDTH;
TouchPanel.EnableMouseTouchPoint = true;
protected override void Initialize ()
spriteBatch = new SpriteBatch (graphics.GraphicsDevice);
PresentationParameters pp = graphics.GraphicsDevice.PresentationParameters;
// create a surface to draw on which is then scaled to the screen size on the PC
renderTarget = new RenderTarget2D(graphics.GraphicsDevice, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, false,
SurfaceFormat.Color, DepthFormat.None, pp.MultiSampleCount, RenderTargetUsage.DiscardContents);
base.Initialize ();
protected override void Dispose (bool disposing)
if (disposing) {
renderTarget.Dispose ();
renderTarget = null;
base.Dispose (disposing);
protected override void LoadContent ()
base.LoadContent ();
protected override void Update (GameTime gameTime)
var gamePadState = GamePad.GetState (PlayerIndex.One);
var keyboardState = Keyboard.GetState ();
var touchPanelState = TouchPanel.GetState ();
if (gamePadState.IsButtonDown (Buttons.A) || keyboardState.IsKeyDown (Keys.A)) {
// do something
foreach (var touch in touchPanelState) {
if (touch.State == TouchLocationState.Pressed) {
// do something
base.Update (gameTime);
protected override void Draw (GameTime gameTime)
//Draw your stuff
graphics.GraphicsDevice.Clear (Color.MonoGameOrange);
// draw render target
float outputAspect = Window.ClientBounds.Width / (float)Window.ClientBounds.Height;
float preferredAspect = VIRTUAL_WIDTH / (float)VIRTUAL_HEIGHT;
Rectangle dst;
if (outputAspect <= preferredAspect)
// output is taller than it is wider, bars on top/bottom
int presentHeight = (int)((Window.ClientBounds.Width / preferredAspect) + 0.5f);
int barHeight = (Window.ClientBounds.Height - presentHeight) / 2;
dst = new Rectangle(0, barHeight, Window.ClientBounds.Width, presentHeight);
// output is wider than it is tall, bars left/right
int presentWidth = (int)((Window.ClientBounds.Height * preferredAspect) + 0.5f);
int barWidth = (Window.ClientBounds.Width - presentWidth) / 2;
dst = new Rectangle(barWidth, 0, presentWidth, Window.ClientBounds.Height);
// clear to get black bars
graphics.GraphicsDevice.Clear(ClearOptions.Target, Color.Black, 1.0f, 0);
// draw a quad to get the draw buffer to the back buffer
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque);
spriteBatch.Draw(renderTarget, dst, Color.White);
base.Draw (gameTime);
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To improve on this, you can make a ScaledGame class which will give you the regular XNA calls (because ScaledGame inherits Microsoft.Xna.Framework.Game) but also scale the game when you base.Draw(gameTime). That would be a legitimate template. This code looks somewhat bloated.

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Rouli-M commented Jun 6, 2019

The TouchPannel DisplayHeight and DisplayWidth change trick didn't worked for me to adapt input to screens with different resolutions.

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