1094 lines
No EOL
37 KiB
C#
1094 lines
No EOL
37 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 - 2009 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.Collections.Generic;
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using System.ComponentModel;
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using System.Diagnostics;
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using System.Drawing;
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using System.Threading;
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using OpenTK.Graphics;
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using OpenTK.Input;
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using OpenTK.Platform;
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namespace OpenTK
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{
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/// <summary>
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/// The GameWindow class contains cross-platform methods to create and render on an OpenGL
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/// window, handle input and load resources.
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/// </summary>
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/// <remarks>
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/// GameWindow contains several events you can hook or override to add your custom logic:
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/// <list>
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/// <item>
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/// OnLoad: Occurs after creating the OpenGL context, but before entering the main loop.
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/// Override to load resources.
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/// </item>
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/// <item>
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/// OnUnload: Occurs after exiting the main loop, but before deleting the OpenGL context.
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/// Override to unload resources.
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/// </item>
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/// <item>
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/// OnResize: Occurs whenever GameWindow is resized. You should update the OpenGL Viewport
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/// and Projection Matrix here.
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/// </item>
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/// <item>
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/// OnUpdateFrame: Occurs at the specified logic update rate. Override to add your game
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/// logic.
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/// </item>
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/// <item>
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/// OnRenderFrame: Occurs at the specified frame render rate. Override to add your
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/// rendering code.
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/// </item>
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/// </list>
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/// Call the Run() method to start the application's main loop. Run(double, double) takes two
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/// parameters that
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/// specify the logic update rate, and the render update rate.
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/// </remarks>
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public class GameWindow : NativeWindow, IGameWindow, IDisposable
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{
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#region --- Fields ---
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object exit_lock = new object();
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IGraphicsContext glContext;
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bool isExiting = false;
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double update_period, render_period;
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double target_update_period, target_render_period;
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// TODO: Implement these:
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double update_time, render_time;
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VSyncMode vsync;
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Stopwatch update_watch = new Stopwatch(), render_watch = new Stopwatch();
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double next_render = 0.0, next_update = 0.0;
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FrameEventArgs update_args = new FrameEventArgs();
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FrameEventArgs render_args = new FrameEventArgs();
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#endregion
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#region --- Contructors ---
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#region public GameWindow()
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/// <summary>Constructs a new GameWindow with sensible default attributes.</summary>
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public GameWindow()
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: this(640, 480, GraphicsMode.Default, "OpenTK Game Window", 0, DisplayDevice.Default) { }
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#endregion
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#region public GameWindow(int width, int height)
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/// <summary>Constructs a new GameWindow with the specified attributes.</summary>
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/// <param name="width">The width of the GameWindow in pixels.</param>
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/// <param name="height">The height of the GameWindow in pixels.</param>
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public GameWindow(int width, int height)
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: this(width, height, GraphicsMode.Default, "OpenTK Game Window", 0, DisplayDevice.Default) { }
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#endregion
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#region public GameWindow(int width, int height, GraphicsMode mode)
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/// <summary>Constructs a new GameWindow with the specified attributes.</summary>
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/// <param name="width">The width of the GameWindow in pixels.</param>
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/// <param name="height">The height of the GameWindow in pixels.</param>
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/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param>
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public GameWindow(int width, int height, GraphicsMode mode)
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: this(width, height, mode, "OpenTK Game Window", 0, DisplayDevice.Default) { }
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#endregion
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#region public GameWindow(int width, int height, GraphicsMode mode, string title)
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/// <summary>Constructs a new GameWindow with the specified attributes.</summary>
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/// <param name="width">The width of the GameWindow in pixels.</param>
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/// <param name="height">The height of the GameWindow in pixels.</param>
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/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param>
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/// <param name="title">The title of the GameWindow.</param>
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public GameWindow(int width, int height, GraphicsMode mode, string title)
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: this(width, height, mode, title, 0, DisplayDevice.Default) { }
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#endregion
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#region public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options)
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/// <summary>Constructs a new GameWindow with the specified attributes.</summary>
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/// <param name="width">The width of the GameWindow in pixels.</param>
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/// <param name="height">The height of the GameWindow in pixels.</param>
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/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param>
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/// <param name="title">The title of the GameWindow.</param>
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/// <param name="options">GameWindow options regarding window appearance and behavior.</param>
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public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options)
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: this(width, height, mode, title, options, DisplayDevice.Default) { }
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#endregion
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#region public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device)
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/// <summary>Constructs a new GameWindow with the specified attributes.</summary>
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/// <param name="width">The width of the GameWindow in pixels.</param>
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/// <param name="height">The height of the GameWindow in pixels.</param>
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/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param>
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/// <param name="title">The title of the GameWindow.</param>
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/// <param name="options">GameWindow options regarding window appearance and behavior.</param>
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/// <param name="device">The OpenTK.Graphics.DisplayDevice to construct the GameWindow in.</param>
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public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device)
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: this(width, height, mode, title, options, device, 1, 0, GraphicsContextFlags.Default)
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{ }
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#endregion
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#region public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device, int major, int minor, GraphicsContextFlags flags)
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/// <summary>Constructs a new GameWindow with the specified attributes.</summary>
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/// <param name="width">The width of the GameWindow in pixels.</param>
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/// <param name="height">The height of the GameWindow in pixels.</param>
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/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param>
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/// <param name="title">The title of the GameWindow.</param>
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/// <param name="options">GameWindow options regarding window appearance and behavior.</param>
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/// <param name="device">The OpenTK.Graphics.DisplayDevice to construct the GameWindow in.</param>
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/// <param name="major">The major version for the OpenGL GraphicsContext.</param>
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/// <param name="minor">The minor version for the OpenGL GraphicsContext.</param>
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/// <param name="flags">The GraphicsContextFlags version for the OpenGL GraphicsContext.</param>
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public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device,
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int major, int minor, GraphicsContextFlags flags)
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: this(width, height, mode, title, options, device, major, minor, flags, null)
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{ }
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#endregion
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#region public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device, int major, int minor, GraphicsContextFlags flags, IGraphicsContext sharedContext)
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/// <summary>Constructs a new GameWindow with the specified attributes.</summary>
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/// <param name="width">The width of the GameWindow in pixels.</param>
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/// <param name="height">The height of the GameWindow in pixels.</param>
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/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param>
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/// <param name="title">The title of the GameWindow.</param>
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/// <param name="options">GameWindow options regarding window appearance and behavior.</param>
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/// <param name="device">The OpenTK.Graphics.DisplayDevice to construct the GameWindow in.</param>
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/// <param name="major">The major version for the OpenGL GraphicsContext.</param>
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/// <param name="minor">The minor version for the OpenGL GraphicsContext.</param>
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/// <param name="flags">The GraphicsContextFlags version for the OpenGL GraphicsContext.</param>
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/// <param name="sharedContext">An IGraphicsContext to share resources with.</param>
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public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device,
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int major, int minor, GraphicsContextFlags flags, IGraphicsContext sharedContext)
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: base(width, height, title, options,
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mode == null ? GraphicsMode.Default : mode,
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device == null ? DisplayDevice.Default : device)
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{
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try
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{
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glContext = new GraphicsContext(mode == null ? GraphicsMode.Default : mode, WindowInfo, major, minor, flags);
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glContext.MakeCurrent(WindowInfo);
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(glContext as IGraphicsContextInternal).LoadAll();
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VSync = VSyncMode.On;
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//glWindow.WindowInfoChanged += delegate(object sender, EventArgs e) { OnWindowInfoChangedInternal(e); };
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}
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catch (Exception e)
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{
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Debug.Print(e.ToString());
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base.Dispose();
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throw;
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}
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}
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#endregion
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#endregion
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#region --- Public Members ---
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#region Methods
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#region Dispose
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/// <summary>
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/// Disposes of the GameWindow, releasing all resources consumed by it.
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/// </summary>
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public override void Dispose()
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{
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try
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{
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Dispose(true);
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}
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finally
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{
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try
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{
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if (glContext != null)
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{
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glContext.Dispose();
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glContext = null;
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}
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}
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finally
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{
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base.Dispose();
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}
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}
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GC.SuppressFinalize(this);
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}
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#endregion
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#region Exit
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/// <summary>
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/// Closes the GameWindow. Equivalent to <see cref="NativeWindow.Close"/> method.
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/// </summary>
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/// <remarks>
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/// <para>Override if you are not using <see cref="GameWindow.Run()"/>.</para>
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/// <para>If you override this method, place a call to base.Exit(), to ensure proper OpenTK shutdown.</para>
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/// </remarks>
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public virtual void Exit()
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{
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Close();
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}
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#endregion
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#region MakeCurrent
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/// <summary>
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/// Makes the GraphicsContext current on the calling thread.
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/// </summary>
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public void MakeCurrent()
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{
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EnsureUndisposed();
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Context.MakeCurrent(WindowInfo);
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}
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#endregion
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#region OnClose
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/// <summary>
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/// Called when the NativeWindow is about to close.
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/// </summary>
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/// <param name="e">
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/// The <see cref="System.ComponentModel.CancelEventArgs" /> for this event.
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/// Set e.Cancel to true in order to stop the GameWindow from closing.</param>
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protected override void OnClosing(System.ComponentModel.CancelEventArgs e)
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{
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base.OnClosing(e);
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if (!e.Cancel)
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{
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isExiting = true;
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OnUnloadInternal(EventArgs.Empty);
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}
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}
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#endregion
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#region OnLoad
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/// <summary>
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/// Called after an OpenGL context has been established, but before entering the main loop.
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/// </summary>
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/// <param name="e">Not used.</param>
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protected virtual void OnLoad(EventArgs e)
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{
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if (Load != null) Load(this, e);
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}
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#endregion
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#region OnUnload
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/// <summary>
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/// Called after GameWindow.Exit was called, but before destroying the OpenGL context.
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/// </summary>
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/// <param name="e">Not used.</param>
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protected virtual void OnUnload(EventArgs e)
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{
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if (Unload != null) Unload(this, e);
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}
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#endregion
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#region public void Run()
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/// <summary>
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/// Enters the game loop of the GameWindow using the maximum update rate.
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/// </summary>
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/// <seealso cref="Run(double)"/>
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public void Run()
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{
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Run(0.0, 0.0);
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}
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#endregion
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#region public void Run(double updateFrequency)
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/// <summary>
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/// Enters the game loop of the GameWindow using the specified update rate.
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/// maximum possible render frequency.
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/// </summary>
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public void Run(double updateRate)
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{
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Run(updateRate, 0.0);
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}
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#endregion
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#region public void Run(double updates_per_second, double frames_per_second)
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/// <summary>
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/// Enters the game loop of the GameWindow updating and rendering at the specified frequency.
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/// </summary>
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/// <remarks>
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/// When overriding the default game loop you should call ProcessEvents()
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/// to ensure that your GameWindow responds to operating system events.
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/// <para>
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/// Once ProcessEvents() returns, it is time to call update and render the next frame.
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/// </para>
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/// </remarks>
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/// <param name="updates_per_second">The frequency of UpdateFrame events.</param>
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/// <param name="frames_per_second">The frequency of RenderFrame events.</param>
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public void Run(double updates_per_second, double frames_per_second)
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{
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EnsureUndisposed();
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try
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{
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if (updates_per_second < 0.0 || updates_per_second > 200.0)
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throw new ArgumentOutOfRangeException("updates_per_second", updates_per_second,
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"Parameter should be inside the range [0.0, 200.0]");
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if (frames_per_second < 0.0 || frames_per_second > 200.0)
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throw new ArgumentOutOfRangeException("frames_per_second", frames_per_second,
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"Parameter should be inside the range [0.0, 200.0]");
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TargetUpdateFrequency = updates_per_second;
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TargetRenderFrequency = frames_per_second;
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Visible = true; // Make sure the GameWindow is visible.
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OnLoadInternal(EventArgs.Empty);
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OnResize(EventArgs.Empty);
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// On some platforms, ProcessEvents() does not return while the user is resizing or moving
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// the window. We can avoid this issue by raising UpdateFrame and RenderFrame events
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// whenever we encounter a size or move event.
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// Note: hack disabled. Threaded rendering isprovides a better solution to this issue.
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//Move += DispatchUpdateAndRenderFrame;
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//Resize += DispatchUpdateAndRenderFrame;
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Debug.Print("Entering main loop.");
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update_watch.Start();
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render_watch.Start();
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while (true)
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{
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ProcessEvents();
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if (Exists && !IsExiting)
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DispatchUpdateAndRenderFrame(this, EventArgs.Empty);
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else
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return;
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}
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}
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finally
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{
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Move -= DispatchUpdateAndRenderFrame;
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Resize -= DispatchUpdateAndRenderFrame;
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if (Exists)
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{
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// TODO: Should similar behaviour be retained, possibly on native window level?
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//while (this.Exists)
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// ProcessEvents(false);
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}
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}
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}
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void DispatchUpdateAndRenderFrame(object sender, EventArgs e)
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{
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RaiseUpdateFrame(update_watch, ref next_update, update_args);
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RaiseRenderFrame(render_watch, ref next_render, render_args);
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}
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void RaiseUpdateFrame(Stopwatch update_watch, ref double next_update, FrameEventArgs update_args)
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{
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int num_updates = 0;
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double total_update_time = 0;
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// Cap the maximum time drift to 1 second (e.g. when the process is suspended).
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double time = update_watch.Elapsed.TotalSeconds;
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if (time <= 0)
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return;
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if (time > 1.0)
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time = 1.0;
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// Raise UpdateFrame events until we catch up with our target update rate.
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while (next_update - time <= 0 && time > 0)
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{
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next_update -= time;
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update_args.Time = time;
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OnUpdateFrameInternal(update_args);
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time = update_time = update_watch.Elapsed.TotalSeconds - time;
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// Stopwatches are not accurate over long time periods.
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// We accumulate the total elapsed time into the time variable
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// while reseting the Stopwatch frequently.
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update_watch.Reset();
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update_watch.Start();
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// Don't schedule a new update more than 1 second in the future.
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// Sometimes the hardware cannot keep up with updates
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// (e.g. when the update rate is too high, or the UpdateFrame processing
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// is too costly). This cap ensures we can catch up in a reasonable time
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// once the load becomes lighter.
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next_update += TargetUpdatePeriod;
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next_update = Math.Max(next_update, -1.0);
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total_update_time += update_time;
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// Allow up to 10 consecutive UpdateFrame events to prevent the
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// application from "hanging" when the hardware cannot keep up
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// with the requested update rate.
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if (++num_updates >= 10 || TargetUpdateFrequency == 0.0)
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break;
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}
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// Calculate statistics
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if (num_updates > 0)
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{
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update_period = total_update_time / (double)num_updates;
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}
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}
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void RaiseRenderFrame(Stopwatch render_watch, ref double next_render, FrameEventArgs render_args)
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{
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// Cap the maximum time drift to 1 second (e.g. when the process is suspended).
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double time = render_watch.Elapsed.TotalSeconds;
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if (time > 1.0)
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time = 1.0;
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if (time <= 0)
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return;
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double time_left = next_render - time;
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if (time_left <= 0.0)
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{
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// Schedule next render event. The 1 second cap ensures
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// the process does not appear to hang.
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next_render = time_left + TargetRenderPeriod;
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if (next_render < -1.0)
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next_render = -1.0;
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render_watch.Reset();
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render_watch.Start();
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if (time > 0)
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{
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// Todo: revisit this code. Maybe check average framerate instead?
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// Note: VSyncMode.Adaptive enables vsync by default. The code below
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// is supposed to disable vsync if framerate becomes too low (half of target
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// framerate in the current approach) and reenable once the framerate
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// rises again.
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// Note 2: calling Context.VSync = true repeatedly seems to cause jitter on
|
|
// some configurations. If possible, we should avoid repeated calls.
|
|
// Note 3: we may not read/write the VSync property without a current context.
|
|
// This may come to pass if the user has moved rendering to his own thread.
|
|
if (Context.IsCurrent && VSync == VSyncMode.Adaptive && TargetRenderPeriod != 0)
|
|
{
|
|
// Check if we have enough time for a vsync
|
|
if (RenderTime > 2.0 * TargetRenderPeriod)
|
|
Context.VSync = false;
|
|
else
|
|
Context.VSync = true;
|
|
}
|
|
|
|
render_period = render_args.Time = time;
|
|
OnRenderFrameInternal(render_args);
|
|
render_time = render_watch.Elapsed.TotalSeconds;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region SwapBuffers
|
|
|
|
/// <summary>
|
|
/// Swaps the front and back buffer, presenting the rendered scene to the user.
|
|
/// </summary>
|
|
public void SwapBuffers()
|
|
{
|
|
EnsureUndisposed();
|
|
this.Context.SwapBuffers();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region Properties
|
|
|
|
#region Context
|
|
|
|
/// <summary>
|
|
/// Returns the opengl IGraphicsContext associated with the current GameWindow.
|
|
/// </summary>
|
|
public IGraphicsContext Context
|
|
{
|
|
get
|
|
{
|
|
EnsureUndisposed();
|
|
return glContext;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region 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.Graphics.OpenGL functions or properties.
|
|
/// </summary>
|
|
public bool IsExiting
|
|
{
|
|
get
|
|
{
|
|
EnsureUndisposed();
|
|
return isExiting;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Joysticks
|
|
|
|
/// <summary>
|
|
/// Gets a readonly IList containing all available OpenTK.Input.JoystickDevices.
|
|
/// </summary>
|
|
public IList<JoystickDevice> Joysticks
|
|
{
|
|
get { return InputDriver.Joysticks; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Keyboard
|
|
|
|
/// <summary>
|
|
/// Gets the primary Keyboard device, or null if no Keyboard exists.
|
|
/// </summary>
|
|
public KeyboardDevice Keyboard
|
|
{
|
|
get { return InputDriver.Keyboard.Count > 0 ? InputDriver.Keyboard[0] : null; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Mouse
|
|
|
|
/// <summary>
|
|
/// Gets the primary Mouse device, or null if no Mouse exists.
|
|
/// </summary>
|
|
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
|
|
|
|
/// <summary>
|
|
/// Gets a double representing the actual frequency of RenderFrame events, in hertz (i.e. fps or frames per second).
|
|
/// </summary>
|
|
public double RenderFrequency
|
|
{
|
|
get
|
|
{
|
|
EnsureUndisposed();
|
|
if (render_period == 0.0)
|
|
return 1.0;
|
|
return 1.0 / render_period;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region RenderPeriod
|
|
|
|
/// <summary>
|
|
/// Gets a double representing the period of RenderFrame events, in seconds.
|
|
/// </summary>
|
|
public double RenderPeriod
|
|
{
|
|
get
|
|
{
|
|
EnsureUndisposed();
|
|
return render_period;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region RenderTime
|
|
|
|
/// <summary>
|
|
/// Gets a double representing the time spent in the RenderFrame function, in seconds.
|
|
/// </summary>
|
|
public double RenderTime
|
|
{
|
|
get
|
|
{
|
|
EnsureUndisposed();
|
|
return render_time;
|
|
}
|
|
protected set
|
|
{
|
|
EnsureUndisposed();
|
|
render_time = value;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region TargetRenderFrequency
|
|
|
|
/// <summary>
|
|
/// Gets or sets a double representing the target render frequency, in hertz.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// <para>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).</para>
|
|
/// <para>Values lower than 1.0Hz are clamped to 1.0Hz. Values higher than 200.0Hz are clamped to 200.0Hz.</para>
|
|
/// </remarks>
|
|
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
|
|
|
|
/// <summary>
|
|
/// Gets or sets a double representing the target render period, in seconds.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// <para>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).</para>
|
|
/// <para>Values lower than 0.005 seconds (200Hz) are clamped to 0.0. Values higher than 1.0 seconds (1Hz) are clamped to 1.0.</para>
|
|
/// </remarks>
|
|
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
|
|
|
|
/// <summary>
|
|
/// Gets or sets a double representing the target update frequency, in hertz.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// <para>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).</para>
|
|
/// <para>Values lower than 1.0Hz are clamped to 1.0Hz. Values higher than 200.0Hz are clamped to 200.0Hz.</para>
|
|
/// </remarks>
|
|
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
|
|
|
|
/// <summary>
|
|
/// Gets or sets a double representing the target update period, in seconds.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// <para>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).</para>
|
|
/// <para>Values lower than 0.005 seconds (200Hz) are clamped to 0.0. Values higher than 1.0 seconds (1Hz) are clamped to 1.0.</para>
|
|
/// </remarks>
|
|
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
|
|
|
|
/// <summary>
|
|
/// Gets a double representing the frequency of UpdateFrame events, in hertz.
|
|
/// </summary>
|
|
public double UpdateFrequency
|
|
{
|
|
get
|
|
{
|
|
EnsureUndisposed();
|
|
if (update_period == 0.0)
|
|
return 1.0;
|
|
return 1.0 / update_period;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region UpdatePeriod
|
|
|
|
/// <summary>
|
|
/// Gets a double representing the period of UpdateFrame events, in seconds.
|
|
/// </summary>
|
|
public double UpdatePeriod
|
|
{
|
|
get
|
|
{
|
|
EnsureUndisposed();
|
|
return update_period;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region UpdateTime
|
|
|
|
/// <summary>
|
|
/// Gets a double representing the time spent in the UpdateFrame function, in seconds.
|
|
/// </summary>
|
|
public double UpdateTime
|
|
{
|
|
get
|
|
{
|
|
EnsureUndisposed();
|
|
return update_time;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region VSync
|
|
|
|
/// <summary>
|
|
/// Gets or sets the VSyncMode.
|
|
/// </summary>
|
|
public VSyncMode VSync
|
|
{
|
|
get
|
|
{
|
|
EnsureUndisposed();
|
|
GraphicsContext.Assert();
|
|
return vsync;
|
|
}
|
|
set
|
|
{
|
|
EnsureUndisposed();
|
|
GraphicsContext.Assert();
|
|
Context.VSync = (vsync = value) != VSyncMode.Off;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region WindowState
|
|
|
|
/// <summary>
|
|
/// Gets or states the state of the NativeWindow.
|
|
/// </summary>
|
|
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
|
|
|
|
/// <summary>
|
|
/// Occurs before the window is displayed for the first time.
|
|
/// </summary>
|
|
public event EventHandler<EventArgs> Load;
|
|
|
|
/// <summary>
|
|
/// Occurs when it is time to render a frame.
|
|
/// </summary>
|
|
public event EventHandler<FrameEventArgs> RenderFrame;
|
|
|
|
/// <summary>
|
|
/// Occurs before the window is destroyed.
|
|
/// </summary>
|
|
public event EventHandler<EventArgs> Unload;
|
|
|
|
/// <summary>
|
|
/// Occurs when it is time to update a frame.
|
|
/// </summary>
|
|
public event EventHandler<FrameEventArgs> UpdateFrame;
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region --- Protected Members ---
|
|
|
|
#region Dispose
|
|
|
|
/// <summary>
|
|
/// Override to add custom cleanup logic.
|
|
/// </summary>
|
|
/// <param name="manual">True, if this method was called by the application; false if this was called by the finalizer thread.</param>
|
|
protected virtual void Dispose(bool manual) { }
|
|
|
|
#endregion
|
|
|
|
#region OnRenderFrame
|
|
|
|
/// <summary>
|
|
/// Called when the frame is rendered.
|
|
/// </summary>
|
|
/// <param name="e">Contains information necessary for frame rendering.</param>
|
|
/// <remarks>
|
|
/// Subscribe to the <see cref="RenderFrame"/> event instead of overriding this method.
|
|
/// </remarks>
|
|
protected virtual void OnRenderFrame(FrameEventArgs e)
|
|
{
|
|
if (RenderFrame != null) RenderFrame(this, e);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region OnUpdateFrame
|
|
|
|
/// <summary>
|
|
/// Called when the frame is updated.
|
|
/// </summary>
|
|
/// <param name="e">Contains information necessary for frame updating.</param>
|
|
/// <remarks>
|
|
/// Subscribe to the <see cref="UpdateFrame"/> event instead of overriding this method.
|
|
/// </remarks>
|
|
protected virtual void OnUpdateFrame(FrameEventArgs e)
|
|
{
|
|
if (UpdateFrame != null) UpdateFrame(this, e);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region OnWindowInfoChanged
|
|
|
|
/// <summary>
|
|
/// Called when the WindowInfo for this GameWindow has changed.
|
|
/// </summary>
|
|
/// <param name="e">Not used.</param>
|
|
protected virtual void OnWindowInfoChanged(EventArgs e) { }
|
|
|
|
#endregion
|
|
|
|
#region OnResize
|
|
|
|
/// <summary>
|
|
/// Called when this window is resized.
|
|
/// </summary>
|
|
/// <param name="e">Not used.</param>
|
|
/// <remarks>
|
|
/// You will typically wish to update your viewport whenever
|
|
/// the window is resized. See the
|
|
/// <see cref="OpenTK.Graphics.OpenGL.GL.Viewport"/> method.
|
|
/// </remarks>
|
|
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
|
|
|
|
/// <summary>
|
|
/// Enumerates available VSync modes.
|
|
/// </summary>
|
|
public enum VSyncMode
|
|
{
|
|
/// <summary>
|
|
/// Vsync disabled.
|
|
/// </summary>
|
|
Off = 0,
|
|
/// <summary>
|
|
/// VSync enabled.
|
|
/// </summary>
|
|
On,
|
|
/// <summary>
|
|
/// VSync enabled, unless framerate falls below one half of target framerate.
|
|
/// If no target framerate is specified, this behaves exactly like <see cref="VSyncMode.On"/>.
|
|
/// </summary>
|
|
Adaptive,
|
|
}
|
|
|
|
#endregion
|
|
} |