#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; } }