934 lines
30 KiB
C#
934 lines
30 KiB
C#
#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* See license.txt for license info
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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.Text;
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using System.Diagnostics;
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using OpenTK.Platform;
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using OpenTK.Input;
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using System.Threading;
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using OpenTK.OpenGL;
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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 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>OnLoad: Occurs after creating the OpenGL context, but before entering the main loop. Override to load resources.</item>
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/// <item>OnResize: Occurs whenever GameWindow is resized. You should update the OpenGL Viewport and Projection Matrix here.</item>
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/// <item>OnUpdateFrame: Occurs at the specified logic update rate. Override to add your game logic.</item>
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/// <item>OnRenderFrame: Occurs at the specified frame render rate. Override to add your rendering code.</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 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 : OpenTK.Platform.IGameWindow
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{
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#region --- Fields ---
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INativeGLWindow glWindow;
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DisplayMode mode;
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ResizeEventArgs resizeEventArgs = new ResizeEventArgs();
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bool isExiting;
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bool disposed;
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double updateTime, renderTime, eventTime, frameTime;
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int width, height;
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#endregion
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#region --- Internal Fields ---
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bool MustResize
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{
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get { return glWindow.Width != this.Width || glWindow.Height != this.Height; }
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}
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#endregion
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#region --- Contructors ---
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/// <summary>
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/// Constructs a new GameWindow. Call CreateWindow() to open a render window.
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/// </summary>
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public GameWindow()
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{
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switch (Environment.OSVersion.Platform)
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{
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case PlatformID.Win32NT:
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case PlatformID.Win32S:
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case PlatformID.Win32Windows:
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case PlatformID.WinCE:
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glWindow = new OpenTK.Platform.Windows.WinGLNative();
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break;
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case PlatformID.Unix:
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case (PlatformID)128:
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glWindow = new OpenTK.Platform.X11.X11GLNative();
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break;
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default:
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throw new PlatformNotSupportedException("Your platform is not supported currently. Please, refer to http://opentk.sourceforge.net for more information.");
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}
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//glWindow.Resize += new ResizeEvent(glWindow_Resize);
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glWindow.Destroy += new DestroyEvent(glWindow_Destroy);
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}
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/// <summary>
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/// Constructs a new GameWindow, and opens a render window with the specified DisplayMode.
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/// </summary>
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/// <param name="mode">The DisplayMode of the GameWindow.</param>
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public GameWindow(DisplayMode mode)
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: this()
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{
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CreateWindow(mode);
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}
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/// <summary>
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/// Constructs a new GameWindow with the specified title, and opens a render window with the specified DisplayMode.
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/// </summary>
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/// <param name="mode">The DisplayMode of the GameWindow.</param>
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/// <param name="title">The Title of the GameWindow.</param>
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public GameWindow(DisplayMode mode, string title)
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: this()
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{
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CreateWindow(mode, title);
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}
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void glWindow_Destroy(object sender, EventArgs e)
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{
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Debug.Print("GameWindow destruction imminent.");
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this.isExiting = true;
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this.OnDestroy(EventArgs.Empty);
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glWindow.Destroy -= glWindow_Destroy;
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//this.Dispose();
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}
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void glWindow_Resize(object sender, ResizeEventArgs e)
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{
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this.OnResizeInternal(e);
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}
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#endregion
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#region --- Functions ---
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#region public void CreateWindow(DisplayMode mode, string title)
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/// <summary>
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/// Creates a render window for the calling GameWindow, with the specified DisplayMode and Title.
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/// </summary>
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/// <param name="mode">The DisplayMode of the render window.</param>
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/// <param name="title">The Title of the render window.</param>
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/// <remarks>
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/// It is an error to call this function when a render window already exists.
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/// <para>Call DestroyWindow to close the render window.</para>
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/// </remarks>
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/// <exception cref="ApplicationException">Occurs when a render window already exists.</exception>
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public void CreateWindow(DisplayMode mode, string title)
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{
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if (!Exists)
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{
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try
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{
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glWindow.CreateWindow(mode);
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this.Title = title;
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}
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catch (ApplicationException expt)
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{
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Debug.Print(expt.ToString());
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throw;
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}
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}
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else
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{
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throw new ApplicationException("A render window already exists for this GameWindow.");
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}
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}
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#endregion
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#endregion
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#region --- INativeGLWindow Members ---
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#region public void Exit()
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/// <summary>
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/// Gracefully exits the current GameWindow.
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/// Override if you want to provide yor own exit sequence.
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/// If you override this method, place a call to base.Exit(), to ensure
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/// proper OpenTK shutdown.
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/// </summary>
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public virtual void Exit()
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{
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isExiting = true;
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//glWindow.Exit();
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//this.Dispose();
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}
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#endregion
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#region public bool IsIdle
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/// <summary>
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/// Gets a value indicating whether the current GameWindow is idle.
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/// If true, the OnUpdateFrame and OnRenderFrame functions should be called.
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/// </summary>
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public bool IsIdle
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{
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get { return glWindow.IsIdle; }
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}
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#endregion
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#region public bool Fullscreen
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/// <summary>
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/// TODO: This property is not implemented.
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/// Gets or sets a value indicating whether the GameWindow is in fullscrren mode.
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/// </summary>
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public bool Fullscreen
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{
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get { return glWindow.Fullscreen; }
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set { glWindow.Fullscreen = value; }
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}
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#endregion
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#region public IGLContext Context
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/// <summary>
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/// Returns the opengl IGLontext associated with the current GameWindow.
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/// Forces window creation.
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/// </summary>
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public IGLContext Context
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{
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get
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{
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if (!this.Exists && !this.IsExiting)
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{
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Debug.WriteLine("WARNING: OpenGL Context accessed before creating a render window. This may indicate a programming error. Force-creating a render window.");
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mode = new DisplayMode(640, 480);
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this.CreateWindow(mode);
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}
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return glWindow.Context;
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}
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}
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#endregion
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#region public bool Exists
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/// <summary>
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/// Gets a value indicating whether a render window exists.
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/// </summary>
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public bool Exists
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{
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get { return glWindow == null ? false : glWindow.Exists; }
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}
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#endregion
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#region public string Text
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/// <summary>
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/// Gets or sets the GameWindow title.
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/// </summary>
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public string Title
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{
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get
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{
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return glWindow.Title;
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}
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set
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{
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glWindow.Title = value;
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}
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}
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#endregion
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#region public bool Visible
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/// <summary>
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/// TODO: This property is not implemented
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/// Gets or sets a value indicating whether the GameWindow is visible.
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/// </summary>
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public bool Visible
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{
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get
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{
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throw new NotImplementedException();
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return glWindow.Visible;
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}
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set
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{
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throw new NotImplementedException();
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glWindow.Visible = value;
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}
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}
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#endregion
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#region public IWindowInfo WindowInfo
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public IWindowInfo WindowInfo
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{
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get { return glWindow.WindowInfo; }
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}
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#endregion
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#region public IInputDriver InputDriver
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/// <summary>
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/// Gets an interface to the InputDriver used to obtain Keyboard, Mouse and Joystick input.
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/// </summary>
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public IInputDriver InputDriver
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{
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get
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{
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return glWindow.InputDriver;
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}
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}
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#endregion
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#region public void CreateWindow(DisplayMode mode)
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/// <summary>
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/// Creates a render window for the calling GameWindow.
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/// </summary>
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/// <param name="mode">The DisplayMode of the render window.</param>
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/// <remarks>
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/// It is an error to call this function when a render window already exists.
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/// <para>Call DestroyWindow to close the render window.</para>
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/// </remarks>
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/// <exception cref="ApplicationException">Occurs when a render window already exists.</exception>
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public void CreateWindow(DisplayMode mode)
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{
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if (!Exists)
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{
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try
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{
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glWindow.CreateWindow(mode);
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}
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catch (ApplicationException expt)
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{
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Debug.Print(expt.ToString());
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throw;
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}
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}
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else
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{
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throw new ApplicationException("A render window already exists for this GameWindow.");
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}
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}
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#endregion
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#region OnCreate
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[Obsolete("The Create event is obsolete and will be removed on later versions. Use the Load event instead.")]
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public event CreateEvent Create;
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/// <summary>
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/// Raises the Create event. Override in derived classes to initialize resources.
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/// </summary>
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/// <param name="e"></param>
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[Obsolete("The OnCreate method is obsolete and will be removed on later versions. Use the OnLoad method instead.")]
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public virtual void OnCreate(EventArgs e)
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{
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Debug.WriteLine("Firing GameWindow.Create event");
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if (this.Create != null)
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{
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this.Create(this, e);
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}
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}
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#endregion
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#region public void DestroyWindow()
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/// <summary>
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/// Destroys the GameWindow. The Destroy event is raised before destruction commences
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/// (while the opengl context still exists), to allow resource cleanup.
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/// </summary>
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public void DestroyWindow()
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{
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if (Exists)
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{
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glWindow.DestroyWindow();
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}
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else
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{
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throw new ApplicationException("Tried to destroy inexistent window.");
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}
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}
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#endregion
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#region OnDestroy
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/// <summary>
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/// Raises the Destroy event. Override in derived classes, to modify the shutdown
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/// sequence (e.g. to release resources before shutdown).
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/// </summary>
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/// <param name="e"></param>
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public virtual void OnDestroy(EventArgs e)
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{
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Debug.WriteLine("Firing GameWindow.Destroy event");
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if (this.Destroy != null)
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{
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this.Destroy(this, e);
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}
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}
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public event DestroyEvent Destroy;
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#endregion
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#endregion
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#region --- IGameWindow Members ---
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#region public virtual void Run()
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/// <summary>
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/// Enters the game loop of GameWindow, updating and rendering at the maximum possible frequency.
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/// </summary>
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/// <see cref="public virtual void Run(float update_frequency, float render_frequency)"/>
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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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/// <summary>
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/// Runs the default game loop on GameWindow at the specified update frequency, maintaining the
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/// maximum possible render frequency.
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/// </summary>
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/// <see cref="public virtual void Run(double updateFrequency, double renderFrequency)"/>
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public void Run(double updateFrequency)
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{
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Run(updateFrequency, 0.0);
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}
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/// <summary>
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/// Runs the default game loop on GameWindow at the specified update and render frequency.
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/// </summary>
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/// <param name="updateFrequency">If greater than zero, indicates how many times UpdateFrame will be called per second. If less than or equal to zero, UpdateFrame is raised at maximum possible frequency.</param>
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/// <param name="renderFrequency">If greater than zero, indicates how many times RenderFrame will be called per second. If less than or equal to zero, RenderFrame is raised at maximum possible frequency.</param>
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/// <remarks>
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/// <para>
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/// A default game loop consists of three parts: Event processing, frame updating and a frame rendering.
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/// This function will try to maintain the requested updateFrequency at all costs, dropping the renderFrequency if
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/// there is not enough CPU time.
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/// </para>
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/// <para>
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/// It is recommended that you specify a target for update- and renderFrequency.
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/// Doing so, will yield unused CPU time to other processes, dropping power consumption
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/// and maximizing batter life. If either frequency is left unspecified, the GameWindow
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/// will consume all available CPU time (only useful for benchmarks and stress tests).
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/// </para>
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/// <para>
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/// Override this function if you want to change the behaviour of the
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/// default game loop. If you override this function, you must place
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/// a call to the ProcessEvents function, to ensure window will respond
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/// to Operating System events.
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/// </para>
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/// </remarks>
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public virtual void Run(double updateFrequency, double renderFrequency)
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{
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this.OnLoad(EventArgs.Empty);
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Debug.Print("Entering main loop");
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//resizeEventArgs.Width = this.Width;
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//resizeEventArgs.Height = this.Height;
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//this.OnResize(resizeEventArgs);
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Stopwatch watch = new Stopwatch();
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UpdateFrameEventArgs updateArgs = new UpdateFrameEventArgs();
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RenderFrameEventArgs renderArgs = new RenderFrameEventArgs();
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double update_target = 0.0, render_target = 0.0, next_update = 0.0, next_render = 0.0;
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double time, total_time;
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if (updateFrequency > 0.0)
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{
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next_update = update_target = 1.0 / updateFrequency;
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}
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if (renderFrequency > 0.0)
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{
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next_render = render_target = 1.0 / renderFrequency;
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}
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while (this.Exists && !IsExiting)
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{
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total_time = frameTime = watch.Elapsed.TotalSeconds;
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if (total_time > 0.1)
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total_time = 0.1;
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updateArgs.Time = renderArgs.Time = total_time;
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watch.Reset();
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watch.Start();
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time = watch.Elapsed.TotalSeconds;
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this.ProcessEvents();
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eventTime = watch.Elapsed.TotalSeconds - time;
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if (!IsExiting)
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{
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time = watch.Elapsed.TotalSeconds;
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next_update -= (total_time + time);
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while (next_update <= 0.0)
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{
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updateArgs.Time += watch.Elapsed.TotalSeconds;
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this.OnUpdateFrameInternal(updateArgs);
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if (update_target == 0.0)
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break;
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next_update += update_target;
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}
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updateTime = watch.Elapsed.TotalSeconds - time;
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time = watch.Elapsed.TotalSeconds;
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next_render -= (total_time + time);
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if (next_render <= 0.0)
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{
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renderArgs.Time += time;
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this.OnRenderFrameInternal(renderArgs);
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next_render += render_target;
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}
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renderTime = watch.Elapsed.TotalSeconds - time;
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if (renderTime < render_target && updateTime < update_target)
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{
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Thread.Sleep((int)(1000.0 * System.Math.Min(
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render_target - renderTime, update_target - updateTime)));
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}
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}
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}
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if (this.Exists)
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{
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glWindow.DestroyWindow();
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while (this.Exists)
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{
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this.ProcessEvents();
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}
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}
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}
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#endregion
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#region public void ProcessEvents()
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/// <summary>
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/// Processes operating system events until the GameWindow becomes idle.
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/// </summary>
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/// <remarks>
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/// When overriding the default GameWindow game loop (provided by the Run() function)
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/// you should call ProcessEvents() to ensure that your GameWindow responds to
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/// 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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public void ProcessEvents()
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{
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if (!isExiting)
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InputDriver.Poll();
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glWindow.ProcessEvents();
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}
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#endregion
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#region OnRenderFrame(RenderFrameEventArgs e)
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/// <summary>
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/// Raises the RenderFrame event, and calls the public function.
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/// </summary>
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/// <param name="e"></param>
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private void OnRenderFrameInternal(RenderFrameEventArgs e)
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{
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if (!this.Exists && !this.IsExiting)
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{
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Debug.Print("WARNING: RenderFrame event raised, without a valid render window. This may indicate a programming error. Creating render window.");
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mode = new DisplayMode(640, 480);
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this.CreateWindow(mode);
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}
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if (RenderFrame != null)
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RenderFrame(this, e);
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// Call the user's override.
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OnRenderFrame(e);
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}
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/// <summary>
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/// Override in derived classes to render a frame.
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/// </summary>
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/// <param name="e">Contains information necessary for frame rendering.</param>
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/// <remarks>
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/// The base implementation (base.OnRenderFrame) is empty, there is no need to call it.
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/// </remarks>
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public virtual void OnRenderFrame(RenderFrameEventArgs e)
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{
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}
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/// <summary>
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/// Occurs when it is time to render the next frame.
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/// </summary>
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public event RenderFrameEvent RenderFrame;
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#endregion
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#region OnUpdateFrame(UpdateFrameEventArgs e)
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private void OnUpdateFrameInternal(UpdateFrameEventArgs e)
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{
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if (!this.Exists && !this.IsExiting)
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{
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Debug.Print("WARNING: UpdateFrame event raised, without a valid render window. This may indicate a programming error. Creating render window.");
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mode = new DisplayMode(640, 480);
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this.CreateWindow(mode);
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}
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if (MustResize)
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{
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resizeEventArgs.Width = glWindow.Width;
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resizeEventArgs.Height = glWindow.Height;
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OnResizeInternal(resizeEventArgs);
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}
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if (UpdateFrame != null)
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{
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UpdateFrame(this, e);
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}
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OnUpdateFrame(e);
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}
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/// <summary>
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/// Override in derived classes to update a frame.
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/// </summary>
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/// <param name="e">Contains information necessary for frame updating.</param>
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/// <remarks>
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/// The base implementation (base.OnUpdateFrame) is empty, there is no need to call it.
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/// </remarks>
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public virtual void OnUpdateFrame(UpdateFrameEventArgs e)
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{
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}
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/// <summary>
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/// Occurs when it is time to update the next frame.
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/// </summary>
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public event UpdateFrameEvent UpdateFrame;
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#endregion
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#region OnLoad(EventArgs e)
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/// <summary>
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/// Occurs after establishing an OpenGL context, but before entering the main loop.
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/// </summary>
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public event LoadEvent Load;
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/// <summary>
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/// Raises the Load event, and calls the user's OnLoad override.
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/// </summary>
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/// <param name="e"></param>
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private void OnLoadInternal(EventArgs e)
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{
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if (this.Load != null)
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{
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this.Load(this, e);
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}
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OnLoad(e);
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}
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/// <summary>
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/// Occurs after establishing an OpenGL context, but before entering the main loop.
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/// Override to load resources that should be maintained for the lifetime of the application.
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/// </summary>
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/// <param name="e">Not used.</param>
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public virtual void OnLoad(EventArgs e)
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{
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}
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#endregion
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#region public void SwapBuffers()
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/// <summary>
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/// Swaps the front and back buffer, presenting the rendered scene to the user.
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/// Only useful in double- or triple-buffered formats.
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/// </summary>
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/// <remarks>Calling this function is equivalent to calling Context.SwapBuffers()</remarks>
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public void SwapBuffers()
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{
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Context.SwapBuffers();
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}
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#endregion
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#region public bool IsExiting
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/// <summary>
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/// Gets a value indicating whether the shutdown sequence has been initiated
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/// for this window, by calling GameWindow.Exit() or hitting the 'close' button.
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/// If this property is true, it is no longer safe to use any OpenTK.Input or
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/// OpenTK.OpenGL functions or properties.
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/// </summary>
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public bool IsExiting
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{
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get { return isExiting; }
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}
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#endregion
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#region public Keyboard Keyboard
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/// <summary>
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/// Gets the primary Keyboard device, or null if no Keyboard exists.
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/// </summary>
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public KeyboardDevice Keyboard
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{
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get
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{
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if (InputDriver.Keyboard.Count > 0)
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return InputDriver.Keyboard[0];
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else
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return null;
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}
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}
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#endregion
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#region public Mouse Mouse
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/// <summary>
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/// Gets the primary Mouse device, or null if no Mouse exists.
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/// </summary>
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public MouseDevice Mouse
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{
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get
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{
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if (InputDriver.Mouse.Count > 0)
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return InputDriver.Mouse[0];
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else
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return null;
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}
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}
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#endregion
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#endregion
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#region --- IResizable Members ---
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#region public int Width, Height
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/// <summary>
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/// Gets or sets the Width of the GameWindow's rendering area, in pixels.
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/// </summary>
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public int Width
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{
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get { return width; }
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set
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{
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if (value == this.Width)
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{
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return;
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}
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else if (value > 0)
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{
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glWindow.Width = value;
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}
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else
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{
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throw new ArgumentOutOfRangeException(
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"Width",
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value,
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"Width must be greater than 0"
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);
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}
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}
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}
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/// <summary>
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/// Gets or sets the Height of the GameWindow's rendering area, in pixels.
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/// </summary>
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public int Height
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{
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get { return height; }
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set
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{
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if (value == this.Height)
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{
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return;
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}
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else if (value > 0)
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{
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glWindow.Height = value;
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}
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else
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{
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throw new ArgumentOutOfRangeException(
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"Height",
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value,
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"Height must be greater than 0"
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);
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}
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}
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}
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#endregion
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#region public event ResizeEvent Resize;
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/// <summary>
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/// Occurs when the GameWindow is resized. Derived classes should override the OnResize method for better performance.
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/// </summary>
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public event ResizeEvent Resize;
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/// <summary>
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/// Raises the Resize event.
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/// </summary>
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/// <param name="e">Contains information about the Resize event.</param>
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private void OnResizeInternal(ResizeEventArgs e)
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{
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Debug.Print("Firing GameWindow.Resize event: {0}.", e.ToString());
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this.width = e.Width;
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this.height = e.Height;
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if (this.Resize != null)
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this.Resize(this, e);
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OnResize(e);
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}
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/// <summary>
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/// Override in derived classes to respond to the Resize events.
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/// </summary>
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/// <param name="e">Contains information about the Resize event.</param>
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protected virtual void OnResize(ResizeEventArgs e)
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{
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}
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#endregion
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/*
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/// <summary>
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/// Gets the Top coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
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/// </summary>
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public int Top
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{
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get { return glWindow.Top; }
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}
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/// <summary>
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/// /// Gets the Bottom coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
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/// </summary>
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public int Bottom
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{
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get { return glWindow.Bottom; }
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}
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/// <summary>
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/// Gets the Left coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
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/// </summary>
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public int Left
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{
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get { return glWindow.Left; }
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}
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/// <summary>
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/// Gets the Right coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
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/// </summary>
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public int Right
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{
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get { return glWindow.Right; }
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}
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*/
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#endregion
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#region --- IDisposable Members ---
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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 virtual 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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private void Dispose(bool manual)
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{
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if (!disposed)
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{
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// Is this safe? Maybe 'Debug' has been disposed, too...
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//Debug.Print("{0} disposing GameWindow.", manual ? "Manually" : "Automatically");
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if (manual)
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{
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if (glWindow != null)
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{
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glWindow.Dispose();
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glWindow = null;
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}
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}
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disposed = true;
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}
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}
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~GameWindow()
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{
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this.Dispose(false);
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}
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#endregion
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}
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|
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public class UpdateFrameEventArgs : EventArgs
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{
|
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private double time;
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|
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/// <summary>
|
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/// Gets the Time elapsed between frame updates, in seconds.
|
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/// </summary>
|
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public double Time
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{
|
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get { return time; }
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internal set { time = value; }
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}
|
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}
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|
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public class RenderFrameEventArgs : EventArgs
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{
|
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private double time;
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|
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/// <summary>
|
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/// Gets the Time elapsed between frame updates, in seconds.
|
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/// </summary>
|
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public double Time
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{
|
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get { return time; }
|
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internal set { time = value; }
|
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}
|
|
}
|
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}
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