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#region - - - License - - -
/ * Copyright ( c ) 2006 , 2007 Stefanos Apostolopoulos
* See license . txt for license info
* /
#endregion
using System ;
using System.Collections.Generic ;
using System.Text ;
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using System.Diagnostics ;
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using OpenTK.Platform ;
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using OpenTK.Input ;
using System.Threading ;
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using OpenTK.OpenGL ;
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namespace OpenTK
{
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public class GameWindow : OpenTK . Platform . IGameWindow
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{
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#region - - - Fields - - -
private INativeGLWindow glWindow ;
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private ResizeEventArgs resizeEventArgs = new ResizeEventArgs ( ) ;
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private DisplayMode mode ;
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private InputDriver driver ;
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private bool isExiting ;
private bool disposed ;
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private double updateTime , renderTime , eventTime , frameTime ;
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#endregion
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#region - - - Contructors - - -
/// <summary>
/// Constructs a new GameWindow, using a safe DisplayMode.
/// </summary>
public GameWindow ( )
{
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switch ( Environment . OSVersion . Platform )
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{
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case PlatformID . Win32NT :
case PlatformID . Win32S :
case PlatformID . Win32Windows :
case PlatformID . WinCE :
glWindow = new OpenTK . Platform . Windows . WinGLNative ( ) ;
break ;
case PlatformID . Unix :
case ( PlatformID ) 128 :
glWindow = new OpenTK . Platform . X11 . X11GLNative ( ) ;
break ;
default :
throw new PlatformNotSupportedException ( "Your platform is not supported currently. Please, refer to http://opentk.sourceforge.net for more information." ) ;
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}
glWindow . Resize + = new ResizeEvent ( glWindow_Resize ) ;
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glWindow . Create + = new CreateEvent ( glWindow_CreateInputDriver ) ;
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glWindow . Destroy + = new DestroyEvent ( glWindow_Destroy ) ;
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}
void glWindow_Destroy ( object sender , EventArgs e )
{
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Debug . Print ( "GameWindow destruction imminent." ) ;
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this . isExiting = true ;
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this . OnDestroy ( EventArgs . Empty ) ;
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glWindow . Destroy - = glWindow_Destroy ;
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//this.Dispose();
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}
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void glWindow_CreateInputDriver ( object sender , EventArgs e )
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{
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//glWindow.Context.MakeCurrent();
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if ( driver = = null )
driver = new InputDriver ( this . WindowInfo ) ;
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glWindow . Create - = glWindow_CreateInputDriver ;
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this . OnCreate ( e ) ;
}
void glWindow_Resize ( object sender , ResizeEventArgs e )
{
this . OnResize ( e ) ;
}
#endregion
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#region - - - Internal Properties - - -
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#region public IList < OpenTK . Input . IInputDevice > Input
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internal InputDriver InputDriver
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{
get
{
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if ( driver = = null & & ! this . IsExiting )
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{
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Debug . WriteLine ( "WARNING: Accessed null InputDriver - creating new. This may indicate a prorgamming error." ) ;
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driver = new InputDriver ( this . WindowInfo ) ;
}
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return driver ;
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}
}
#endregion
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#endregion
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#region - - - INativeGLWindow Members - - -
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#region public void Exit ( )
/// <summary>
/// Gracefully exits the current GameWindow.
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/// Override if you want to provide yor own exit sequence.
/// If you override this method, place a call to base.Exit(), to ensure
/// proper OpenTK shutdown.
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/// </summary>
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public virtual void Exit ( )
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{
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isExiting = true ;
//glWindow.Exit();
//this.Dispose();
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}
#endregion
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#region public bool IsIdle
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/// <summary>
/// Gets a value indicating whether the current GameWindow is idle.
/// If true, the OnUpdateFrame and OnRenderFrame functions should be called.
/// </summary>
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public bool IsIdle
{
get { return glWindow . IsIdle ; }
}
#endregion
#region public bool Fullscreen
public bool Fullscreen
{
get { return glWindow . Fullscreen ; }
set { glWindow . Fullscreen = value ; }
}
#endregion
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#region public IGLContext Context
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/// <summary>
/// Returns the opengl IGLontext associated with the current GameWindow.
/// Forces window creation.
/// </summary>
public IGLContext Context
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{
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get
{
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if ( ! this . Exists & & ! this . IsExiting )
{
Debug . WriteLine ( "WARNING: OpenGL Context accessed before creating a render window. This may indicate a programming error. Force-creating a render window." ) ;
mode = new DisplayMode ( 640 , 480 ) ;
this . CreateWindow ( mode ) ;
}
return glWindow . Context ;
}
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}
#endregion
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#region public bool Exists
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/// <summary>
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/// Gets a value indicating whether a render window has been exists.
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/// </summary>
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public bool Exists
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{
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get { return glWindow = = null ? false : glWindow . Exists ; }
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}
#endregion
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#region public IWindowInfo WindowInfo
public IWindowInfo WindowInfo
{
get { return glWindow . WindowInfo ; }
}
#endregion
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#region public void CreateWindow ( DisplayMode mode )
/// <summary>
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/// Creates a new render window. The Create event is raised after the window creation
/// is complete, to allow resource initalisation.
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/// </summary>
/// <param name="mode">The DisplayMode of the render window.</param>
/// <exception cref="ApplicationException">Occurs when a render window already exists.</exception>
public void CreateWindow ( DisplayMode mode )
{
if ( ! Exists )
{
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try
{
glWindow . CreateWindow ( mode ) ;
}
catch ( ApplicationException expt )
{
Debug . Print ( expt . ToString ( ) ) ;
throw ;
}
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//OpenTK.OpenGL.GL.LoadAll();
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}
else
{
throw new ApplicationException ( "A render window already exists" ) ;
}
}
#endregion
#region OnCreate
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[Obsolete("The Create event is obsolete and will be removed on later versions. Use the Load event instead.")]
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public event CreateEvent Create ;
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/// <summary>
/// Raises the Create event. Override in derived classes to initialize resources.
/// </summary>
/// <param name="e"></param>
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[Obsolete("The OnCreate method is obsolete and will be removed on later versions. Use the OnLoad method instead.")]
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public virtual void OnCreate ( EventArgs e )
{
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Debug . WriteLine ( "Firing GameWindow.Create event" ) ;
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if ( this . Create ! = null )
{
this . Create ( this , e ) ;
}
}
#endregion
#region public void DestroyWindow ( )
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/// <summary>
/// Destroys the GameWindow. The Destroy event is raised before destruction commences
/// (while the opengl context still exists), to allow resource cleanup.
/// </summary>
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public void DestroyWindow ( )
{
if ( Exists )
{
glWindow . DestroyWindow ( ) ;
}
else
{
throw new ApplicationException ( "Tried to destroy inexistent window." ) ;
}
}
#endregion
#region OnDestroy
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/// <summary>
/// Raises the Destroy event. Override in derived classes, to modify the shutdown
/// sequence (e.g. to release resources before shutdown).
/// </summary>
/// <param name="e"></param>
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public virtual void OnDestroy ( EventArgs e )
{
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Debug . WriteLine ( "Firing GameWindow.Destroy event" ) ;
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if ( this . Destroy ! = null )
{
this . Destroy ( this , e ) ;
}
}
public event DestroyEvent Destroy ;
#endregion
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#endregion
#region - - - IGameWindow Members - - -
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#region public virtual void Run ( )
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/// <summary>
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/// Enters the game loop of GameWindow, updating and rendering at the maximum possible frequency.
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/// </summary>
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/// <see cref="public virtual void Run(float update_frequency, float render_frequency)"/>
public void Run ( )
{
Run ( 0.0 , 0.0 ) ;
}
/// <summary>
/// Runs the default game loop on GameWindow at the specified update frequency, maintaining the
/// maximum possible render frequency.
/// </summary>
/// <see cref="public virtual void Run(double updateFrequency, double renderFrequency)"/>
public void Run ( double updateFrequency )
{
Run ( updateFrequency , 0.0 ) ;
}
/// <summary>
/// Runs the default game loop on GameWindow at the specified update and render frequency.
/// </summary>
/// <param name="updateFrequency">If greater than zero, indicates how many times UpdateFrame will be called per second. If less than or equal to zero, UpdateFrame is raised at maximum possible frequency.</param>
/// <param name="renderFrequency">If greater than zero, indicates how many times RenderFrame will be called per second. If less than or equal to zero, RenderFrame is raised at maximum possible frequency.</param>
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/// <remarks>
/// <para>
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/// A default game loop consists of three parts: Event processing, frame updating and a frame rendering.
/// This function will try to maintain the requested updateFrequency at all costs, dropping the renderFrequency if
/// there is not enough CPU time.
/// </para>
/// <para>
/// It is recommended that you specify a target for update- and renderFrequency.
/// Doing so, will yield unused CPU time to other processes, dropping power consumption
/// and maximizing batter life. If either frequency is left unspecified, the GameWindow
/// will consume all available CPU time (only useful for benchmarks and stress tests).
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/// </para>
/// <para>
/// Override this function if you want to change the behaviour of the
/// default game loop. If you override this function, you must place
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/// a call to the ProcessEvents function, to ensure window will respond
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/// to Operating System events.
/// </para>
/// </remarks>
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public virtual void Run ( double updateFrequency , double renderFrequency )
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{
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this . OnLoad ( EventArgs . Empty ) ;
resizeEventArgs . Width = this . Width ;
resizeEventArgs . Height = this . Height ;
this . OnResize ( resizeEventArgs ) ;
Debug . Print ( "Entering main loop" ) ;
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Stopwatch watch = new Stopwatch ( ) ;
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UpdateFrameEventArgs updateArgs = new UpdateFrameEventArgs ( ) ;
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RenderFrameEventArgs renderArgs = new RenderFrameEventArgs ( ) ;
double update_target = 0.0 , render_target = 0.0 , next_update = 0.0 , next_render = 0.0 ;
double time , total_time ;
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if ( updateFrequency > 0.0 )
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{
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next_update = update_target = 1.0 / updateFrequency ;
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}
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if ( renderFrequency > 0.0 )
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{
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next_render = render_target = 1.0 / renderFrequency ;
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}
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while ( this . Exists & & ! IsExiting )
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{
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total_time = frameTime = watch . Elapsed . TotalSeconds ;
if ( total_time > 0.1 )
total_time = 0.1 ;
updateArgs . Time = renderArgs . Time = total_time ;
watch . Reset ( ) ;
watch . Start ( ) ;
time = watch . Elapsed . TotalSeconds ;
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this . ProcessEvents ( ) ;
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eventTime = watch . Elapsed . TotalSeconds - time ;
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if ( ! IsExiting )
{
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time = watch . Elapsed . TotalSeconds ;
next_update - = ( total_time + time ) ;
while ( next_update < = 0.0 )
{
updateArgs . Time + = watch . Elapsed . TotalSeconds ;
this . OnUpdateFrame ( updateArgs ) ;
if ( update_target = = 0.0 )
break ;
next_update + = update_target ;
}
updateTime = watch . Elapsed . TotalSeconds - time ;
time = watch . Elapsed . TotalSeconds ;
next_render - = ( total_time + time ) ;
if ( next_render < = 0.0 )
{
renderArgs . Time + = time ;
this . OnRenderFrame ( renderArgs ) ;
next_render + = render_target ;
}
renderTime = watch . Elapsed . TotalSeconds - time ;
if ( renderTime < render_target & & updateTime < update_target )
{
Thread . Sleep ( ( int ) ( 1000.0 * System . Math . Min (
render_target - renderTime , update_target - updateTime ) ) ) ;
}
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}
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}
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if ( this . Exists )
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{
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glWindow . DestroyWindow ( ) ;
while ( this . Exists )
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{
this . ProcessEvents ( ) ;
}
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}
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}
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#endregion
#region public void ProcessEvents ( )
/// <summary>
/// Processes operating system events until the GameWindow becomes idle.
/// </summary>
/// <remarks>
/// When overriding the default GameWindow game loop (provided by the Run() function)
/// you should call ProcessEvents() to ensure that your GameWindow responds to
/// operating system events.
/// <para>
/// Once ProcessEvents() returns, it is time to call update and render the next frame.
/// </para>
/// </remarks>
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public void ProcessEvents ( )
{
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if ( driver ! = null )
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driver . Poll ( ) ;
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glWindow . ProcessEvents ( ) ;
}
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#endregion
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#region public virtual void OnRenderFrame ( RenderFrameEventArgs e )
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/// <summary>
/// Raises the RenderFrame event. Override in derived classes to render a frame.
/// </summary>
/// <remarks>
/// If overriden, the base.OnRenderFrame() function should be called, to ensure
/// listeners are notified of RenderFrame events.
/// </remarks>
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public virtual void OnRenderFrame ( RenderFrameEventArgs e )
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{
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if ( ! this . Exists & & ! this . IsExiting )
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{
Debug . Print ( "WARNING: RenderFrame event raised, without a valid render window. This may indicate a programming error. Creating render window." ) ;
mode = new DisplayMode ( 640 , 480 ) ;
this . CreateWindow ( mode ) ;
}
if ( RenderFrame ! = null )
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RenderFrame ( this , e ) ;
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}
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/// <summary>
/// Occurs when it is time to render the next frame.
/// </summary>
public event RenderFrameEvent RenderFrame ;
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#endregion
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#region public virtual void OnUpdateFrame ( UpdateFrameEventArgs e )
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/// <summary>
/// Raises the UpdateFrame event. Override in derived classes to update a frame.
/// </summary>
/// <remarks>
/// If overriden, the base.OnUpdateFrame() function should be called, to ensure
/// listeners are notified of UpdateFrame events.
/// </remarks>
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public virtual void OnUpdateFrame ( UpdateFrameEventArgs e )
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{
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if ( ! this . Exists & & ! this . IsExiting )
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{
Debug . Print ( "WARNING: UpdateFrame event raised, without a valid render window. This may indicate a programming error. Creating render window." ) ;
mode = new DisplayMode ( 640 , 480 ) ;
this . CreateWindow ( mode ) ;
}
if ( UpdateFrame ! = null )
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UpdateFrame ( this , e ) ;
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}
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/// <summary>
/// Occurs when it is time to update the next frame.
/// </summary>
public event UpdateFrameEvent UpdateFrame ;
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#endregion
#region public virtual void OnLoad ( EventArgs e )
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/// <summary>
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/// Raises the Load event. Override to load resources that should
/// be maintained for the lifetime of the application.
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/// </summary>
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public virtual void OnLoad ( EventArgs e )
{
Debug . Print ( "Firing GameWindow.Load event." ) ;
if ( this . Load ! = null )
{
this . Load ( this , e ) ;
}
}
/// <summary>
/// Occurs after the GameWindow has been created, but before
/// entering the main loop.
/// </summary>
public event LoadEvent Load ;
#endregion
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#region public void SwapBuffers ( )
/// <summary>
/// Swaps the front and back buffer, presenting the rendered scene to the user.
/// Only useful in double- or triple-buffered formats.
/// </summary>
/// <remarks>Calling this function is equivalent to calling Context.SwapBuffers()</remarks>
public void SwapBuffers ( )
{
Context . SwapBuffers ( ) ;
}
#endregion
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#region public bool IsExiting
/// <summary>
/// Gets a value indicating whether the shutdown sequence has been initiated
/// for this window, by calling GameWindow.Exit() or hitting the 'close' button.
/// If this property is true, it is no longer safe to use any OpenTK.Input or
/// OpenTK.OpenGL functions or properties.
/// </summary>
public bool IsExiting
{
get { return isExiting ; }
}
#endregion
#region public IList < Keyboard > Keyboard
/// <summary>
/// Gets the list of available Keyboard devices.
/// </summary>
public IList < Keyboard > Keyboard
{
get
{
return InputDriver . Keyboard ;
}
}
#endregion
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#endregion
#region - - - IResizable Members - - -
#region public int Width , Height
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/// <summary>
/// Gets or sets the Width of the GameWindow's rendering area, in pixels.
/// </summary>
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public int Width
{
get { return glWindow . Width ; }
set
{
if ( value = = this . Width )
{
return ;
}
else if ( value > 0 )
{
glWindow . Width = value ;
}
else
{
throw new ArgumentOutOfRangeException (
"Width" ,
value ,
"Width must be greater than 0"
) ;
}
}
}
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/// <summary>
/// Gets or sets the Height of the GameWindow's rendering area, in pixels.
/// </summary>
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public int Height
{
get { return glWindow . Height ; }
set
{
if ( value = = this . Height )
{
return ;
}
else if ( value > 0 )
{
glWindow . Height = value ;
}
else
{
throw new ArgumentOutOfRangeException (
"Height" ,
value ,
"Height must be greater than 0"
) ;
}
}
}
#endregion
#region public event ResizeEvent Resize ;
public event ResizeEvent Resize ;
/// <summary>
/// Raises the Resize event.
/// </summary>
/// <param name="e">Contains the new Width and Height of the window.</param>
protected virtual void OnResize ( ResizeEventArgs e )
{
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Debug . Print ( "Firing GameWindow.Resize event: {0}." , e . ToString ( ) ) ;
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if ( this . Resize ! = null )
this . Resize ( this , e ) ;
}
#endregion
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/ *
/// <summary>
/// Gets the Top coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
/// </summary>
public int Top
{
get { return glWindow . Top ; }
}
/// <summary>
/// /// Gets the Bottom coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
/// </summary>
public int Bottom
{
get { return glWindow . Bottom ; }
}
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/// <summary>
/// Gets the Left coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
/// </summary>
public int Left
{
get { return glWindow . Left ; }
}
/// <summary>
/// Gets the Right coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
/// </summary>
public int Right
{
get { return glWindow . Right ; }
}
* /
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#endregion
#region - - - IDisposable Members - - -
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/// <summary>
/// Disposes of the GameWindow, releasing all resources consumed by it.
/// </summary>
public virtual void Dispose ( )
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{
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Dispose ( true ) ;
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GC . SuppressFinalize ( this ) ;
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}
private void Dispose ( bool manual )
{
if ( ! disposed )
{
// Is this safe? Maybe 'Debug' has been disposed, too...
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//Debug.Print("{0} disposing GameWindow.", manual ? "Manually" : "Automatically");
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if ( manual )
{
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if ( driver ! = null )
{
driver . Dispose ( ) ;
driver = null ;
}
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if ( glWindow ! = null )
{
glWindow . Dispose ( ) ;
glWindow = null ;
}
}
disposed = true ;
}
}
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~ GameWindow ( )
{
this . Dispose ( false ) ;
}
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#endregion
}
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public class UpdateFrameEventArgs : EventArgs
{
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private double time ;
/// <summary>
/// Gets the Time elapsed between frame updates, in seconds.
/// </summary>
public double Time
{
get { return time ; }
internal set { time = value ; }
}
}
public class RenderFrameEventArgs : EventArgs
{
private double time ;
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/// <summary>
/// Gets the Time elapsed between frame updates, in seconds.
/// </summary>
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public double Time
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{
get { return time ; }
internal set { time = value ; }
}
}
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}