#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.Text;
namespace OpenTK.Platform
{
///
/// Defines the interface for a GameWindow.
///
interface IGameWindow : INativeWindow
{
///
/// Enters the game loop of the GameWindow using the maximum update rate.
///
///
void Run();
///
/// Enters the game loop of the GameWindow using the specified update rate.
///
void Run(double updateRate);
///
/// Makes the GraphicsContext current on the calling thread.
///
void MakeCurrent();
///
/// Swaps the front and back buffers of the current GraphicsContext, presenting the rendered scene to the user.
///
void SwapBuffers();
///
/// Occurs before the window is displayed for the first time.
///
event EventHandler Load;
///
/// Occurs before the window is destroyed.
///
event EventHandler Unload;
///
/// Occurs when it is time to update a frame.
///
event EventHandler UpdateFrame;
///
/// Occurs when it is time to render a frame.
///
event EventHandler RenderFrame;
}
}