142 lines
4.6 KiB
C#
142 lines
4.6 KiB
C#
#region License
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//
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// The Open Toolkit Library License
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//
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// Copyright (c) 2006 - 2013 Stefanos Apostolopoulos for the Open Toolkit library.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights to
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// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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// the Software, and to permit persons to whom the Software is furnished to do
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// so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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//
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#endregion
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using System;
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using System.Diagnostics;
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using OpenTK.Graphics;
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using OpenTK.Input;
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namespace OpenTK.Platform.SDL2
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{
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class Sdl2Factory : IPlatformFactory
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{
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readonly IInputDriver2 InputDriver = new Sdl2InputDriver();
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bool disposed;
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/// <summary>
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/// Gets or sets a value indicating whether to use SDL2 fullscreen-desktop mode
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/// for fullscreen windows. When true, then GameWindow instances will not change
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/// DisplayDevice resolutions when going fullscreen. When false, fullscreen GameWindows
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/// will change the device resolution to match their size.
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/// </summary>
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/// <remarks>>
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/// This is a workaround for the lack of ChangeResolution support in SDL2.
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/// When and if this changes upstream, we should remove this code.
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/// </remarks>
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public static bool UseFullscreenDesktop { get; set; }
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public Sdl2Factory()
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{
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UseFullscreenDesktop = true;
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}
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#region IPlatformFactory implementation
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public INativeWindow CreateNativeWindow(int x, int y, int width, int height, string title, GraphicsMode mode, GameWindowFlags options, DisplayDevice device)
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{
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return new Sdl2NativeWindow(x, y, width, height, title, options, device);
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}
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public IDisplayDeviceDriver CreateDisplayDeviceDriver()
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{
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return new Sdl2DisplayDeviceDriver();
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}
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virtual public IGraphicsContext CreateGLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
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{
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return new Sdl2GraphicsContext(mode, window, shareContext, major, minor, flags);
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}
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public IGraphicsContext CreateGLContext(ContextHandle handle, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
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{
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throw new NotImplementedException();
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}
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public GraphicsContext.GetCurrentContextDelegate CreateGetCurrentGraphicsContext()
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{
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return (GraphicsContext.GetCurrentContextDelegate)delegate
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{
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return Sdl2GraphicsContext.GetCurrentContext();
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};
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}
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public IGraphicsMode CreateGraphicsMode()
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{
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return new Sdl2GraphicsMode();
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}
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public IKeyboardDriver2 CreateKeyboardDriver()
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{
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return InputDriver.KeyboardDriver;
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}
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public IMouseDriver2 CreateMouseDriver()
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{
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return InputDriver.MouseDriver;
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}
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public IGamePadDriver CreateGamePadDriver()
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{
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return InputDriver.GamePadDriver;
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}
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#endregion
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#region IDisposable Members
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void Dispose(bool manual)
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{
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if (!disposed)
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{
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if (manual)
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{
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Debug.Print("Disposing {0}", GetType());
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InputDriver.Dispose();
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}
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else
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{
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Debug.WriteLine("Sdl2Factory leaked, did you forget to call Dispose()?");
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}
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disposed = true;
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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~Sdl2Factory()
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{
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Dispose(false);
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}
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#endregion
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}
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}
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