#region License
//
// The Open Toolkit Library License
//
// Copyright (c) 2006 - 2009 the Open Toolkit library.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do
// so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
//
#endregion
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics;
#if !MINIMAL
using System.Drawing;
#endif
using System.Threading;
using OpenTK.Graphics;
using OpenTK.Input;
using OpenTK.Platform;
namespace OpenTK
{
///
/// The GameWindow class contains cross-platform methods to create and render on an OpenGL
/// window, handle input and load resources.
///
///
/// GameWindow contains several events you can hook or override to add your custom logic:
///
/// -
/// OnLoad: Occurs after creating the OpenGL context, but before entering the main loop.
/// Override to load resources.
///
/// -
/// OnUnload: Occurs after exiting the main loop, but before deleting the OpenGL context.
/// Override to unload resources.
///
/// -
/// OnResize: Occurs whenever GameWindow is resized. You should update the OpenGL Viewport
/// and Projection Matrix here.
///
/// -
/// OnUpdateFrame: Occurs at the specified logic update rate. Override to add your game
/// logic.
///
/// -
/// OnRenderFrame: Occurs at the specified frame render rate. Override to add your
/// rendering code.
///
///
/// Call the Run() method to start the application's main loop. Run(double, double) takes two
/// parameters that
/// specify the logic update rate, and the render update rate.
///
public class GameWindow : NativeWindow, IGameWindow, IDisposable
{
#region --- Fields ---
object exit_lock = new object();
IGraphicsContext glContext;
bool isExiting = false;
double update_period, render_period;
double target_update_period, target_render_period;
// TODO: Implement these:
double update_time, render_time;
VSyncMode vsync;
Stopwatch update_watch = new Stopwatch(), render_watch = new Stopwatch();
double next_render = 0.0, next_update = 0.0;
FrameEventArgs update_args = new FrameEventArgs();
FrameEventArgs render_args = new FrameEventArgs();
#endregion
#region --- Contructors ---
#region public GameWindow()
/// Constructs a new GameWindow with sensible default attributes.
public GameWindow()
: this(640, 480, GraphicsMode.Default, "OpenTK Game Window", 0, DisplayDevice.Default) { }
#endregion
#region public GameWindow(int width, int height)
/// Constructs a new GameWindow with the specified attributes.
/// The width of the GameWindow in pixels.
/// The height of the GameWindow in pixels.
public GameWindow(int width, int height)
: this(width, height, GraphicsMode.Default, "OpenTK Game Window", 0, DisplayDevice.Default) { }
#endregion
#region public GameWindow(int width, int height, GraphicsMode mode)
/// Constructs a new GameWindow with the specified attributes.
/// The width of the GameWindow in pixels.
/// The height of the GameWindow in pixels.
/// The OpenTK.Graphics.GraphicsMode of the GameWindow.
public GameWindow(int width, int height, GraphicsMode mode)
: this(width, height, mode, "OpenTK Game Window", 0, DisplayDevice.Default) { }
#endregion
#region public GameWindow(int width, int height, GraphicsMode mode, string title)
/// Constructs a new GameWindow with the specified attributes.
/// The width of the GameWindow in pixels.
/// The height of the GameWindow in pixels.
/// The OpenTK.Graphics.GraphicsMode of the GameWindow.
/// The title of the GameWindow.
public GameWindow(int width, int height, GraphicsMode mode, string title)
: this(width, height, mode, title, 0, DisplayDevice.Default) { }
#endregion
#region public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options)
/// Constructs a new GameWindow with the specified attributes.
/// The width of the GameWindow in pixels.
/// The height of the GameWindow in pixels.
/// The OpenTK.Graphics.GraphicsMode of the GameWindow.
/// The title of the GameWindow.
/// GameWindow options regarding window appearance and behavior.
public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options)
: this(width, height, mode, title, options, DisplayDevice.Default) { }
#endregion
#region public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device)
/// Constructs a new GameWindow with the specified attributes.
/// The width of the GameWindow in pixels.
/// The height of the GameWindow in pixels.
/// The OpenTK.Graphics.GraphicsMode of the GameWindow.
/// The title of the GameWindow.
/// GameWindow options regarding window appearance and behavior.
/// The OpenTK.Graphics.DisplayDevice to construct the GameWindow in.
public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device)
: this(width, height, mode, title, options, device, 1, 0, GraphicsContextFlags.Default)
{ }
#endregion
#region public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device, int major, int minor, GraphicsContextFlags flags)
/// Constructs a new GameWindow with the specified attributes.
/// The width of the GameWindow in pixels.
/// The height of the GameWindow in pixels.
/// The OpenTK.Graphics.GraphicsMode of the GameWindow.
/// The title of the GameWindow.
/// GameWindow options regarding window appearance and behavior.
/// The OpenTK.Graphics.DisplayDevice to construct the GameWindow in.
/// The major version for the OpenGL GraphicsContext.
/// The minor version for the OpenGL GraphicsContext.
/// The GraphicsContextFlags version for the OpenGL GraphicsContext.
public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device,
int major, int minor, GraphicsContextFlags flags)
: this(width, height, mode, title, options, device, major, minor, flags, null)
{ }
#endregion
#region public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device, int major, int minor, GraphicsContextFlags flags, IGraphicsContext sharedContext)
/// Constructs a new GameWindow with the specified attributes.
/// The width of the GameWindow in pixels.
/// The height of the GameWindow in pixels.
/// The OpenTK.Graphics.GraphicsMode of the GameWindow.
/// The title of the GameWindow.
/// GameWindow options regarding window appearance and behavior.
/// The OpenTK.Graphics.DisplayDevice to construct the GameWindow in.
/// The major version for the OpenGL GraphicsContext.
/// The minor version for the OpenGL GraphicsContext.
/// The GraphicsContextFlags version for the OpenGL GraphicsContext.
/// An IGraphicsContext to share resources with.
public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device,
int major, int minor, GraphicsContextFlags flags, IGraphicsContext sharedContext)
: base(width, height, title, options,
mode == null ? GraphicsMode.Default : mode,
device == null ? DisplayDevice.Default : device)
{
try
{
glContext = new GraphicsContext(mode == null ? GraphicsMode.Default : mode, WindowInfo, major, minor, flags);
glContext.MakeCurrent(WindowInfo);
(glContext as IGraphicsContextInternal).LoadAll();
VSync = VSyncMode.On;
//glWindow.WindowInfoChanged += delegate(object sender, EventArgs e) { OnWindowInfoChangedInternal(e); };
}
catch (Exception e)
{
Debug.Print(e.ToString());
base.Dispose();
throw;
}
}
#endregion
#endregion
#region --- Public Members ---
#region Methods
#region Dispose
///
/// Disposes of the GameWindow, releasing all resources consumed by it.
///
public override void Dispose()
{
try
{
Dispose(true);
}
finally
{
try
{
if (glContext != null)
{
glContext.Dispose();
glContext = null;
}
}
finally
{
base.Dispose();
}
}
GC.SuppressFinalize(this);
}
#endregion
#region Exit
///
/// Closes the GameWindow. Equivalent to method.
///
///
/// Override if you are not using .
/// If you override this method, place a call to base.Exit(), to ensure proper OpenTK shutdown.
///
public virtual void Exit()
{
Close();
}
#endregion
#region MakeCurrent
///
/// Makes the GraphicsContext current on the calling thread.
///
public void MakeCurrent()
{
EnsureUndisposed();
Context.MakeCurrent(WindowInfo);
}
#endregion
#region OnClose
///
/// Called when the NativeWindow is about to close.
///
///
/// The for this event.
/// Set e.Cancel to true in order to stop the GameWindow from closing.
protected override void OnClosing(System.ComponentModel.CancelEventArgs e)
{
base.OnClosing(e);
if (!e.Cancel)
{
isExiting = true;
OnUnloadInternal(EventArgs.Empty);
}
}
#endregion
#region OnLoad
///
/// Called after an OpenGL context has been established, but before entering the main loop.
///
/// Not used.
protected virtual void OnLoad(EventArgs e)
{
Load(this, e);
}
#endregion
#region OnUnload
///
/// Called after GameWindow.Exit was called, but before destroying the OpenGL context.
///
/// Not used.
protected virtual void OnUnload(EventArgs e)
{
Unload(this, e);
}
#endregion
#region public void Run()
///
/// Enters the game loop of the GameWindow using the maximum update rate.
///
///
public void Run()
{
Run(0.0, 0.0);
}
#endregion
#region public void Run(double updateFrequency)
///
/// Enters the game loop of the GameWindow using the specified update rate.
/// maximum possible render frequency.
///
public void Run(double updateRate)
{
Run(updateRate, 0.0);
}
#endregion
#region public void Run(double updates_per_second, double frames_per_second)
///
/// Enters the game loop of the GameWindow updating and rendering at the specified frequency.
///
///
/// When overriding the default game loop you should call ProcessEvents()
/// to ensure that your GameWindow responds to operating system events.
///
/// Once ProcessEvents() returns, it is time to call update and render the next frame.
///
///
/// The frequency of UpdateFrame events.
/// The frequency of RenderFrame events.
public void Run(double updates_per_second, double frames_per_second)
{
EnsureUndisposed();
try
{
if (updates_per_second < 0.0 || updates_per_second > 200.0)
throw new ArgumentOutOfRangeException("updates_per_second", updates_per_second,
"Parameter should be inside the range [0.0, 200.0]");
if (frames_per_second < 0.0 || frames_per_second > 200.0)
throw new ArgumentOutOfRangeException("frames_per_second", frames_per_second,
"Parameter should be inside the range [0.0, 200.0]");
TargetUpdateFrequency = updates_per_second;
TargetRenderFrequency = frames_per_second;
Visible = true; // Make sure the GameWindow is visible.
OnLoadInternal(EventArgs.Empty);
OnResize(EventArgs.Empty);
// On some platforms, ProcessEvents() does not return while the user is resizing or moving
// the window. We can avoid this issue by raising UpdateFrame and RenderFrame events
// whenever we encounter a size or move event.
// Note: hack disabled. Threaded rendering provides a better solution to this issue.
//Move += DispatchUpdateAndRenderFrame;
//Resize += DispatchUpdateAndRenderFrame;
Debug.Print("Entering main loop.");
update_watch.Start();
render_watch.Start();
while (true)
{
ProcessEvents();
if (Exists && !IsExiting)
DispatchUpdateAndRenderFrame(this, EventArgs.Empty);
else
return;
}
}
finally
{
Move -= DispatchUpdateAndRenderFrame;
Resize -= DispatchUpdateAndRenderFrame;
if (Exists)
{
// TODO: Should similar behaviour be retained, possibly on native window level?
//while (this.Exists)
// ProcessEvents(false);
}
}
}
void DispatchUpdateAndRenderFrame(object sender, EventArgs e)
{
RaiseUpdateFrame(update_watch, ref next_update, update_args);
RaiseRenderFrame(render_watch, ref next_render, render_args);
}
void RaiseUpdateFrame(Stopwatch update_watch, ref double next_update, FrameEventArgs update_args)
{
int num_updates = 0;
double total_update_time = 0;
// Cap the maximum time drift to 1 second (e.g. when the process is suspended).
double time = update_watch.Elapsed.TotalSeconds;
if (time <= 0)
{
// Protect against negative Stopwatch.Elapsed values.
// See http://connect.microsoft.com/VisualStudio/feedback/details/94083/stopwatch-returns-negative-elapsed-time
update_watch.Reset();
update_watch.Start();
return;
}
if (time > 1.0)
time = 1.0;
// Raise UpdateFrame events until we catch up with our target update rate.
while (next_update - time <= 0 && time > 0)
{
next_update -= time;
update_args.Time = time;
OnUpdateFrameInternal(update_args);
time = update_time = Math.Max(update_watch.Elapsed.TotalSeconds, 0) - time;
// Stopwatches are not accurate over long time periods.
// We accumulate the total elapsed time into the time variable
// while reseting the Stopwatch frequently.
update_watch.Reset();
update_watch.Start();
// Don't schedule a new update more than 1 second in the future.
// Sometimes the hardware cannot keep up with updates
// (e.g. when the update rate is too high, or the UpdateFrame processing
// is too costly). This cap ensures we can catch up in a reasonable time
// once the load becomes lighter.
next_update += TargetUpdatePeriod;
next_update = Math.Max(next_update, -1.0);
total_update_time += update_time;
// Allow up to 10 consecutive UpdateFrame events to prevent the
// application from "hanging" when the hardware cannot keep up
// with the requested update rate.
if (++num_updates >= 10 || TargetUpdateFrequency == 0.0)
break;
}
// Calculate statistics
if (num_updates > 0)
{
update_period = total_update_time / (double)num_updates;
}
}
void RaiseRenderFrame(Stopwatch render_watch, ref double next_render, FrameEventArgs render_args)
{
// Cap the maximum time drift to 1 second (e.g. when the process is suspended).
double time = render_watch.Elapsed.TotalSeconds;
if (time <= 0)
{
// Protect against negative Stopwatch.Elapsed values.
// See http://connect.microsoft.com/VisualStudio/feedback/details/94083/stopwatch-returns-negative-elapsed-time
render_watch.Reset();
render_watch.Start();
return;
}
if (time > 1.0)
time = 1.0;
double time_left = next_render - time;
if (time_left <= 0.0 && time > 0)
{
// Schedule next render event. The 1 second cap ensures
// the process does not appear to hang.
next_render = time_left + TargetRenderPeriod;
if (next_render < -1.0)
next_render = -1.0;
render_watch.Reset();
render_watch.Start();
if (time > 0)
{
render_period = render_args.Time = time;
OnRenderFrameInternal(render_args);
render_time = render_watch.Elapsed.TotalSeconds;
}
}
}
#endregion
#region SwapBuffers
///
/// Swaps the front and back buffer, presenting the rendered scene to the user.
///
public void SwapBuffers()
{
EnsureUndisposed();
this.Context.SwapBuffers();
}
#endregion
#endregion
#region Properties
#region Context
///
/// Returns the opengl IGraphicsContext associated with the current GameWindow.
///
public IGraphicsContext Context
{
get
{
EnsureUndisposed();
return glContext;
}
}
#endregion
#region IsExiting
///
/// 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.Graphics.OpenGL functions or properties.
///
public bool IsExiting
{
get
{
EnsureUndisposed();
return isExiting;
}
}
#endregion
#region Joysticks
///
/// Gets a readonly IList containing all available OpenTK.Input.JoystickDevices.
///
public IList Joysticks
{
get { return InputDriver.Joysticks; }
}
#endregion
#region Keyboard
///
/// Gets the primary Keyboard device, or null if no Keyboard exists.
///
public KeyboardDevice Keyboard
{
get { return InputDriver.Keyboard.Count > 0 ? InputDriver.Keyboard[0] : null; }
}
#endregion
#region Mouse
///
/// Gets the primary Mouse device, or null if no Mouse exists.
///
public MouseDevice Mouse
{
get { return InputDriver.Mouse.Count > 0 ? InputDriver.Mouse[0] : null; }
}
#endregion
#region --- GameWindow Timing ---
// TODO: Disabled because it is not reliable enough. Use vsync as a workaround.
//#region public bool AllowSleep
//public bool AllowSleep
//{
// get { return allow_sleep; }
// set { allow_sleep = value; }
//}
//#endregion
#region RenderFrequency
///
/// Gets a double representing the actual frequency of RenderFrame events, in hertz (i.e. fps or frames per second).
///
public double RenderFrequency
{
get
{
EnsureUndisposed();
if (render_period == 0.0)
return 1.0;
return 1.0 / render_period;
}
}
#endregion
#region RenderPeriod
///
/// Gets a double representing the period of RenderFrame events, in seconds.
///
public double RenderPeriod
{
get
{
EnsureUndisposed();
return render_period;
}
}
#endregion
#region RenderTime
///
/// Gets a double representing the time spent in the RenderFrame function, in seconds.
///
public double RenderTime
{
get
{
EnsureUndisposed();
return render_time;
}
protected set
{
EnsureUndisposed();
render_time = value;
}
}
#endregion
#region TargetRenderFrequency
///
/// Gets or sets a double representing the target render frequency, in hertz.
///
///
/// A value of 0.0 indicates that RenderFrame events are generated at the maximum possible frequency (i.e. only limited by the hardware's capabilities).
/// Values lower than 1.0Hz are clamped to 1.0Hz. Values higher than 200.0Hz are clamped to 200.0Hz.
///
public double TargetRenderFrequency
{
get
{
EnsureUndisposed();
if (TargetRenderPeriod == 0.0)
return 0.0;
return 1.0 / TargetRenderPeriod;
}
set
{
EnsureUndisposed();
if (value < 1.0)
{
TargetRenderPeriod = 0.0;
}
else if (value <= 200.0)
{
TargetRenderPeriod = 1.0 / value;
}
else Debug.Print("Target render frequency clamped to 200.0Hz."); // TODO: Where is it actually performed?
}
}
#endregion
#region TargetRenderPeriod
///
/// Gets or sets a double representing the target render period, in seconds.
///
///
/// A value of 0.0 indicates that RenderFrame events are generated at the maximum possible frequency (i.e. only limited by the hardware's capabilities).
/// Values lower than 0.005 seconds (200Hz) are clamped to 0.0. Values higher than 1.0 seconds (1Hz) are clamped to 1.0.
///
public double TargetRenderPeriod
{
get
{
EnsureUndisposed();
return target_render_period;
}
set
{
EnsureUndisposed();
if (value <= 0.005)
{
target_render_period = 0.0;
}
else if (value <= 1.0)
{
target_render_period = value;
}
else Debug.Print("Target render period clamped to 1.0 seconds.");
}
}
#endregion
#region TargetUpdateFrequency
///
/// Gets or sets a double representing the target update frequency, in hertz.
///
///
/// A value of 0.0 indicates that UpdateFrame events are generated at the maximum possible frequency (i.e. only limited by the hardware's capabilities).
/// Values lower than 1.0Hz are clamped to 1.0Hz. Values higher than 200.0Hz are clamped to 200.0Hz.
///
public double TargetUpdateFrequency
{
get
{
EnsureUndisposed();
if (TargetUpdatePeriod == 0.0)
return 0.0;
return 1.0 / TargetUpdatePeriod;
}
set
{
EnsureUndisposed();
if (value < 1.0)
{
TargetUpdatePeriod = 0.0;
}
else if (value <= 200.0)
{
TargetUpdatePeriod = 1.0 / value;
}
else Debug.Print("Target update frequency clamped to 200.0Hz."); // TODO: Where is it actually performed?
}
}
#endregion
#region TargetUpdatePeriod
///
/// Gets or sets a double representing the target update period, in seconds.
///
///
/// A value of 0.0 indicates that UpdateFrame events are generated at the maximum possible frequency (i.e. only limited by the hardware's capabilities).
/// Values lower than 0.005 seconds (200Hz) are clamped to 0.0. Values higher than 1.0 seconds (1Hz) are clamped to 1.0.
///
public double TargetUpdatePeriod
{
get
{
EnsureUndisposed();
return target_update_period;
}
set
{
EnsureUndisposed();
if (value <= 0.005)
{
target_update_period = 0.0;
}
else if (value <= 1.0)
{
target_update_period = value;
}
else Debug.Print("Target update period clamped to 1.0 seconds."); // TODO: Where is it actually performed?
}
}
#endregion
#region UpdateFrequency
///
/// Gets a double representing the frequency of UpdateFrame events, in hertz.
///
public double UpdateFrequency
{
get
{
EnsureUndisposed();
if (update_period == 0.0)
return 1.0;
return 1.0 / update_period;
}
}
#endregion
#region UpdatePeriod
///
/// Gets a double representing the period of UpdateFrame events, in seconds.
///
public double UpdatePeriod
{
get
{
EnsureUndisposed();
return update_period;
}
}
#endregion
#region UpdateTime
///
/// Gets a double representing the time spent in the UpdateFrame function, in seconds.
///
public double UpdateTime
{
get
{
EnsureUndisposed();
return update_time;
}
}
#endregion
#endregion
#region VSync
///
/// Gets or sets the VSyncMode.
///
public VSyncMode VSync
{
get
{
EnsureUndisposed();
GraphicsContext.Assert();
return vsync;
}
set
{
EnsureUndisposed();
GraphicsContext.Assert();
switch (value)
{
case VSyncMode.On:
Context.SwapInterval = 1;
break;
case VSyncMode.Off:
Context.SwapInterval = 0;
break;
case VSyncMode.Adaptive:
Context.SwapInterval = -1;
break;
}
vsync = value;
}
}
#endregion
#region WindowState
///
/// Gets or states the state of the NativeWindow.
///
public override WindowState WindowState
{
get
{
return base.WindowState;
}
set
{
base.WindowState = value;
Debug.Print("Updating Context after setting WindowState to {0}", value);
if (Context != null)
Context.Update(WindowInfo);
}
}
#endregion
#endregion
#region Events
///
/// Occurs before the window is displayed for the first time.
///
public event EventHandler Load = delegate { };
///
/// Occurs when it is time to render a frame.
///
public event EventHandler RenderFrame = delegate { };
///
/// Occurs before the window is destroyed.
///
public event EventHandler Unload = delegate { };
///
/// Occurs when it is time to update a frame.
///
public event EventHandler UpdateFrame = delegate { };
#endregion
#endregion
#region --- Protected Members ---
#region Dispose
///
/// Override to add custom cleanup logic.
///
/// True, if this method was called by the application; false if this was called by the finalizer thread.
protected virtual void Dispose(bool manual) { }
#endregion
#region OnRenderFrame
///
/// Called when the frame is rendered.
///
/// Contains information necessary for frame rendering.
///
/// Subscribe to the event instead of overriding this method.
///
protected virtual void OnRenderFrame(FrameEventArgs e)
{
RenderFrame(this, e);
}
#endregion
#region OnUpdateFrame
///
/// Called when the frame is updated.
///
/// Contains information necessary for frame updating.
///
/// Subscribe to the event instead of overriding this method.
///
protected virtual void OnUpdateFrame(FrameEventArgs e)
{
UpdateFrame(this, e);
}
#endregion
#region OnWindowInfoChanged
///
/// Called when the WindowInfo for this GameWindow has changed.
///
/// Not used.
protected virtual void OnWindowInfoChanged(EventArgs e) { }
#endregion
#region OnResize
///
/// Called when this window is resized.
///
/// Not used.
///
/// You will typically wish to update your viewport whenever
/// the window is resized. See the
/// method.
///
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
glContext.Update(base.WindowInfo);
}
#endregion
#endregion
#region --- Private Members ---
#region OnLoadInternal
private void OnLoadInternal(EventArgs e)
{
OnLoad(e);
}
#endregion
#region OnRenderFrameInternal
private void OnRenderFrameInternal(FrameEventArgs e) { if (Exists && !isExiting) OnRenderFrame(e); }
#endregion
#region OnUnloadInternal
private void OnUnloadInternal(EventArgs e) { OnUnload(e); }
#endregion
#region OnUpdateFrameInternal
private void OnUpdateFrameInternal(FrameEventArgs e) { if (Exists && !isExiting) OnUpdateFrame(e); }
#endregion
#region OnWindowInfoChangedInternal
private void OnWindowInfoChangedInternal(EventArgs e)
{
glContext.MakeCurrent(WindowInfo);
OnWindowInfoChanged(e);
}
#endregion
#endregion
}
#region public enum VSyncMode
///
/// Enumerates available VSync modes.
///
public enum VSyncMode
{
///
/// Vsync disabled.
///
Off = 0,
///
/// VSync enabled.
///
On,
///
/// VSync enabled, unless framerate falls below one half of target framerate.
/// If no target framerate is specified, this behaves exactly like .
///
Adaptive,
}
#endregion
}