6ccbfb266e
Added ProcessEvents() function to IInputDriver. Does nothing on WinRawInput, but is needed by X11Input
442 lines
13 KiB
C#
442 lines
13 KiB
C#
#region --- License ---
|
|
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
|
|
* See license.txt for license info
|
|
*/
|
|
#endregion
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Text;
|
|
using System.Diagnostics;
|
|
|
|
using OpenTK.Platform;
|
|
|
|
namespace OpenTK
|
|
{
|
|
public class GameWindow : OpenTK.Platform.IGameWindow
|
|
{
|
|
#region --- Fields ---
|
|
|
|
private INativeGLWindow glWindow;
|
|
private ResizeEventArgs resizeEventArgs = new ResizeEventArgs();
|
|
private DisplayMode mode;
|
|
|
|
private InputDriver driver;
|
|
|
|
#endregion
|
|
|
|
#region --- Contructors ---
|
|
|
|
/// <summary>
|
|
/// Constructs a new GameWindow, using a safe DisplayMode.
|
|
/// </summary>
|
|
public GameWindow()
|
|
{
|
|
if (Environment.OSVersion.Platform == PlatformID.Win32NT ||
|
|
Environment.OSVersion.Platform == PlatformID.Win32Windows)
|
|
{
|
|
glWindow = new OpenTK.Platform.Windows.WinGLNative();
|
|
}
|
|
else if (Environment.OSVersion.Platform == PlatformID.Unix)
|
|
{
|
|
glWindow = new OpenTK.Platform.X11.X11GLNative();
|
|
}
|
|
else
|
|
{
|
|
throw new PlatformNotSupportedException(
|
|
"Your platform is not currently supported. Refer to http://opentk.sourceforge.net for more information."
|
|
);
|
|
}
|
|
|
|
glWindow.Resize += new ResizeEvent(glWindow_Resize);
|
|
glWindow.Create += new CreateEvent(glWindow_CreateInputDriver);
|
|
}
|
|
|
|
void glWindow_CreateInputDriver(object sender, EventArgs e)
|
|
{
|
|
//glWindow.Context.MakeCurrent();
|
|
|
|
driver = new InputDriver(this.WindowInfo);
|
|
glWindow.Create -= glWindow_CreateInputDriver;
|
|
|
|
this.OnCreate(e);
|
|
}
|
|
|
|
void glWindow_Resize(object sender, ResizeEventArgs e)
|
|
{
|
|
this.OnResize(e);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region --- Public Properties ---
|
|
|
|
#region public IList<Input.Keyboard> Keyboard
|
|
|
|
/// <summary>
|
|
/// Gets the list of available Keyboard devices.
|
|
/// </summary>
|
|
public IList<Input.Keyboard> Keyboard
|
|
{
|
|
get
|
|
{
|
|
if (driver == null)
|
|
{
|
|
Debug.WriteLine("WARNING: Requested the list of Keyboard devices, without creating an InputDriver first. Continuing by creating an input driver, but this may indicate a prorgamming error.");
|
|
driver = new InputDriver(this.WindowInfo);
|
|
}
|
|
return driver.Keyboard;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public IList<OpenTK.Input.IInputDevice> Input
|
|
|
|
/// <summary>
|
|
/// Gets the list of available InputDevices.
|
|
/// </summary>
|
|
public IList<OpenTK.Input.IInputDevice> Input
|
|
{
|
|
get
|
|
{
|
|
if (driver == null)
|
|
{
|
|
Debug.WriteLine("WARNING: Requested available InputDevices, without creating an InputDriver first. Continuing by creating an input driver, but this may indicate a prorgamming error.");
|
|
driver = new InputDriver(this.WindowInfo);
|
|
}
|
|
return driver.InputDevices;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region --- INativeGLWindow Members ---
|
|
|
|
#region public void CreateWindow(DisplayMode mode)
|
|
|
|
/// <summary>
|
|
/// Creates a new render window.
|
|
/// </summary>
|
|
/// <param name="mode">The DisplayMode of the render window.</param>
|
|
/// <exception cref="ApplicationException">Occurs when a render window already exists.</exception>
|
|
public void CreateWindow(DisplayMode mode)
|
|
{
|
|
if (!Created)
|
|
{
|
|
glWindow.CreateWindow(mode);
|
|
}
|
|
else
|
|
{
|
|
throw new ApplicationException("A render window already exists");
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public void Exit()
|
|
|
|
/// <summary>
|
|
/// Gracefully exits the current GameWindow.
|
|
/// </summary>
|
|
public void Exit()
|
|
{
|
|
glWindow.Exit();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public bool IsIdle
|
|
|
|
/// <summary>
|
|
/// Gets a value indicating whether the current GameWindow is idle.
|
|
/// If true, the OnUpdateFrame and OnRenderFrame functions should be called.
|
|
/// </summary>
|
|
public bool IsIdle
|
|
{
|
|
get { return glWindow.IsIdle; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public bool Quit
|
|
|
|
/// <summary>
|
|
/// Gets a value indicating whether the current GameWindow is quitting.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// You should not call OnRenderFrame, Resize, and other GameWindow related function
|
|
/// when the quit sequence has been initiated, as indicated by the Quitting property.
|
|
/// NullReference- or ApplicationExceptions may occur otherwise.
|
|
/// </remarks>
|
|
public bool Quit
|
|
{
|
|
get { return glWindow.Quit; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public bool Fullscreen
|
|
|
|
public bool Fullscreen
|
|
{
|
|
get { return glWindow.Fullscreen; }
|
|
set { glWindow.Fullscreen = value; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public IGLContext Context
|
|
|
|
/// <summary>
|
|
/// Returns the opengl IGLontext associated with the current GameWindow.
|
|
/// Forces window creation.
|
|
/// </summary>
|
|
public IGLContext Context
|
|
{
|
|
get
|
|
{
|
|
if (!glWindow.Created)
|
|
{
|
|
Debug.WriteLine("WARNING: OpenGL Context accessed before creating a render window. This may indicate a programming error. Force-creating a render window.");
|
|
mode = new DisplayMode(640, 480);
|
|
this.CreateWindow(mode);
|
|
}
|
|
return glWindow.Context;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public bool Created
|
|
|
|
/// <summary>
|
|
/// Gets a value indicating whether a render window has been created.
|
|
/// </summary>
|
|
public bool Created
|
|
{
|
|
get { return glWindow.Created; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public IWindowInfo WindowInfo
|
|
|
|
public IWindowInfo WindowInfo
|
|
{
|
|
get { return glWindow.WindowInfo; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region --- IGameWindow Members ---
|
|
|
|
#region public virtual void Run()
|
|
|
|
/// <summary>
|
|
/// Runs the default game loop on GameWindow (process event->update frame->render frame).
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// <para>
|
|
/// A default game loop consists of three parts: Event processing,
|
|
/// a frame update and a frame render.
|
|
/// </para>
|
|
/// <para>
|
|
/// Override this function if you want to change the behaviour of the
|
|
/// default game loop. If you override this function, you must place
|
|
/// a call to the ProcessEvents function, to ensure window will respond
|
|
/// to Operating System events.
|
|
/// </para>
|
|
/// </remarks>
|
|
public virtual void Run()
|
|
{
|
|
while (!this.Quit)
|
|
{
|
|
this.ProcessEvents();
|
|
this.OnUpdateFrame();
|
|
this.OnRenderFrame();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public void ProcessEvents()
|
|
|
|
/// <summary>
|
|
/// Processes operating system events until the GameWindow becomes idle.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// When overriding the default GameWindow game loop (provided by the Run() function)
|
|
/// you should call ProcessEvents() to ensure that your GameWindow responds to
|
|
/// operating system events.
|
|
/// <para>
|
|
/// Once ProcessEvents() returns, it is time to call update and render the next frame.
|
|
/// </para>
|
|
/// </remarks>
|
|
public void ProcessEvents()
|
|
{
|
|
glWindow.ProcessEvents();
|
|
driver.ProcessEvents();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public event CreateEvent Create;
|
|
|
|
public event CreateEvent Create;
|
|
|
|
private void OnCreate(EventArgs e)
|
|
{
|
|
if (this.Create != null)
|
|
{
|
|
this.Create(this, e);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public virtual void OnRenderFrame()
|
|
|
|
/// <summary>
|
|
/// Raises the RenderFrame event. Override in derived classes to render a frame.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If overriden, the base.OnRenderFrame() function should be called, to ensure
|
|
/// listeners are notified of RenderFrame events.
|
|
/// </remarks>
|
|
public virtual void OnRenderFrame()
|
|
{
|
|
if (!this.Created)
|
|
{
|
|
Debug.Print("WARNING: RenderFrame event raised, without a valid render window. This may indicate a programming error. Creating render window.");
|
|
mode = new DisplayMode(640, 480);
|
|
this.CreateWindow(mode);
|
|
}
|
|
if (RenderFrame != null)
|
|
RenderFrame(EventArgs.Empty);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public virtual void OnUpdateFrame()
|
|
|
|
/// <summary>
|
|
/// Raises the UpdateFrame event. Override in derived classes to update a frame.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If overriden, the base.OnUpdateFrame() function should be called, to ensure
|
|
/// listeners are notified of UpdateFrame events.
|
|
/// </remarks>
|
|
public virtual void OnUpdateFrame()
|
|
{
|
|
if (!this.Created)
|
|
{
|
|
Debug.Print("WARNING: UpdateFrame event raised, without a valid render window. This may indicate a programming error. Creating render window.");
|
|
mode = new DisplayMode(640, 480);
|
|
this.CreateWindow(mode);
|
|
}
|
|
if (UpdateFrame != null)
|
|
UpdateFrame(EventArgs.Empty);
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Occurs when it is time to update the next frame.
|
|
/// </summary>
|
|
public event UpdateFrameEvent UpdateFrame;
|
|
|
|
/// <summary>
|
|
/// Occurs when it is time to render the next frame.
|
|
/// </summary>
|
|
public event RenderFrameEvent RenderFrame;
|
|
|
|
#endregion
|
|
|
|
#region --- IResizable Members ---
|
|
|
|
#region public int Width, Height
|
|
|
|
public int Width
|
|
{
|
|
get { return glWindow.Width; }
|
|
set
|
|
{
|
|
if (value == this.Width)
|
|
{
|
|
return;
|
|
}
|
|
else if (value > 0)
|
|
{
|
|
glWindow.Width = value;
|
|
}
|
|
else
|
|
{
|
|
throw new ArgumentOutOfRangeException(
|
|
"Width",
|
|
value,
|
|
"Width must be greater than 0"
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
public int Height
|
|
{
|
|
get { return glWindow.Height; }
|
|
set
|
|
{
|
|
if (value == this.Height)
|
|
{
|
|
return;
|
|
}
|
|
else if (value > 0)
|
|
{
|
|
glWindow.Height = value;
|
|
}
|
|
else
|
|
{
|
|
throw new ArgumentOutOfRangeException(
|
|
"Height",
|
|
value,
|
|
"Height must be greater than 0"
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public event ResizeEvent Resize;
|
|
|
|
public event ResizeEvent Resize;
|
|
|
|
/// <summary>
|
|
/// Raises the Resize event.
|
|
/// </summary>
|
|
/// <param name="e">Contains the new Width and Height of the window.</param>
|
|
protected virtual void OnResize(ResizeEventArgs e)
|
|
{
|
|
if (this.Resize != null)
|
|
this.Resize(this, e);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region --- IDisposable Members ---
|
|
|
|
public void Dispose()
|
|
{
|
|
glWindow.Dispose();
|
|
glWindow = null;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|