This example may be a little bit overboard for most intents and purposes, but this example shows you how you can draw a sprite such that it gets scaled to exactly fit the entire screen of the device you are using for simulation. I tested this using Xamarin Studio 5.9.1 and the latest MonoGame NuGet package available for iOS at the time.
void DrawToFitScreen(Texture2D texture) { var destinationRectangle = new Rectangle (0, 0, GraphicsDevice.PresentationParameters.Bounds.Width, GraphicsDevice.PresentationParameters.Bounds.Height); var scale = new Vector2(texture.Width >= GraphicsDevice.PresentationParameters.Bounds.Width ? (float)GraphicsDevice.PresentationParameters.Bounds.Width / texture.Width : (float)texture.Width / GraphicsDevice.PresentationParameters.Bounds.Width, texture.Height >= GraphicsDevice.PresentationParameters.Bounds.Height ? (float)GraphicsDevice.PresentationParameters.Bounds.Height / texture.Height : (float)texture.Height / GraphicsDevice.PresentationParameters.Bounds.Height); spriteBatch.Draw(texture, null, destinationRectangle, texture.Bounds, Vector2.Zero, 0, scale, Color.White, SpriteEffects.None, 0); }
It can easily be called within the Draw method:
spriteBatch.Begin(); DrawToFitScreen(someTexture); spriteBatch.End();