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ASP.NET Web PDF Document Viewer/Editor Control Library

If this image is shown on a TV or on an ordinary monitor with a 4:3 aspect ratio, it will be displayed correctly However, if it is drawn on a widescreen monitor or regular TV, it can be distorted and look weird on the screen So, you can create two images: one for the 4:3 monitors and TVs, and another for widescreen You can choose the image to be drawn according to the screen type, although you ll always need to create two versions of each image that you want to show Another often used alternative is to draw two overlapping images One image is in the background, distorted to take up the whole screen (both 4:3 and widescreen), and another is drawn centered on top, so it looks okay on either type of monitor In your game, you ll use the textures in Figure 4-3.

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For the sake of the simplicity of the examples, the recipient, sender, and subject of the e-mail are all specified explicitly in the configuration of the e-mail beans. In a real-world application, you would almost certainly retrieve these details from the model passed to the bean s action method. For example, in a real timesheet application, you might send e-mail to the timesheet s owner based on a property of the timesheet object itself, or the owner and subject could be passed as additional parameters to the sendTimesheetUpdate() method. You will need to update the rcptAddress configuration property to a real e-mail address before testing this application!

Also note the treatment that was given to the input processing You always compare the device s previous state with its current state to check if a user in fact pressed a button or key in the current scene..

The plain-text e-mail is a useful tool. It is readable in all e-mail clients, including those that are not a part of any graphical user interface. It can be seen on all platforms, and if you are sending legitimate content, it is less likely to be treated as spam than more contentrich forms. Its only deficiency is that it is aesthetically rather unsatisfying. Although I would urge you to use plain-text e-mail of this sort when possible, there are some circumstances when rich content is appropriate, and still more when there will be demands for rich content regardless of its objective value. You might imagine that it would be possible to create HTML content and send this in place of the text of the simple example, and you would be right up to a point. The problem is that some e-mail clients will accept this as formatted content but others will treat the message as plain text, showing the raw markup to the user. As a result, you will produce rich content for some users and mangled content for others not a desirable circumstance. The solution is to use the MIME capabilities of Spring to create a message in which the message headers explicitly describe the message as containing marked-up content for rendering. Almost all users will be able to receive this content correctly. However, we still have the problem of creating the HTML markup and adding the dynamic data to it (often the markup will be created by designers entirely separate from the development team). So for this we will use the Velocity markup language covered briefly as a view technology in 6. Listing 8-9 shows a Velocity macro for rendering an HTML e-mail roughly equivalent to the one sent as plain text in the previous section.

Figure 4-3. Images that are part of the help scene That way, your help scene has only two GameComponents that draw images: one to draw the background image and another to draw the foreground image with the instructions. Add a new class called HelpScene and add the code from Listing 4-1. Listing 4-1. Help Scene GameComponent #region Using Statements using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using RockRainEnhanced.Core; #endregion namespace RockRainEnhanced { /// <summary> /// This is a GameComponent that represents the help scene /// </summary>

public class HelpScene : GameScene { public HelpScene(Game game, Texture2D textureBack, Texture2D textureFront) : base(game) { Components.Add(new ImageComponent(game, textureBack, ImageComponent.DrawMode.Stretch)); Components.Add(new ImageComponent(game, textureFront, ImageComponent.DrawMode.Center)); } } } Also add the following code in the Game1 class and change the LoadContent method to see this component in action. You just load the associated content, create an instance of HelpScene, and execute the Show method of the HelpScene object: // Textures protected Texture2D helpBackgroundTexture, helpForegroundTexture; /// <summary> /// LoadContent will be called once per game and is the place to load /// all your content /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures spriteBatch = new SpriteBatch(graphics.GraphicsDevice); Services.AddService(typeof (SpriteBatch), spriteBatch); // Create the Credits / Instruction scene helpBackgroundTexture = Content.Load<Texture2D>("helpbackground"); helpForegroundTexture = Content.Load<Texture2D>("helpForeground"); helpScene = new HelpScene(this, helpBackgroundTexture, helpForegroundTexture); Components.Add(helpScene); helpScene.Show(); activeScene = helpScene; } Execute the code. The result appears in Figure 4-4. See how the scene is adequately shown both in normal format (4:3) and in widescreen (16:9).

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