145 lines
4 KiB
C#
145 lines
4 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.Drawing;
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using System.Diagnostics;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL.Enums;
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using OpenTK.Input;
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namespace Examples.Tutorial
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{
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/// <summary>
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/// Demonstrates the GameWindow class.
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/// </summary>
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[Example("Simple Window", ExampleCategory.Tutorial, 1)]
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public class T01_Simple_Window : GameWindow
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{
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public T01_Simple_Window() : base(800, 600)
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{
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Keyboard.KeyDown += new OpenTK.Input.KeyDownEvent(Keyboard_KeyDown);
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}
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#region Keyboard_KeyDown
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/// <summary>
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/// Occurs when a key is pressed.
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/// </summary>
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/// <param name="sender">The KeyboardDevice which generated this event.</param>
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/// <param name="key">The key that was pressed.</param>
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void Keyboard_KeyDown(KeyboardDevice sender, Key key)
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{
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if (sender[Key.Escape])
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this.Exit();
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if ((sender[Key.AltLeft] || sender[Key.AltRight]) && (sender[Key.Enter] || sender[Key.KeypadEnter]))
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if (this.WindowState == WindowState.Fullscreen)
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this.WindowState = WindowState.Normal;
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else
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this.WindowState = WindowState.Fullscreen;
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}
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#endregion
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#region OnLoad
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/// <summary>
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/// Setup OpenGL and load resources here.
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/// </summary>
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/// <param name="e">Not used.</param>
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public override void OnLoad(EventArgs e)
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{
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GL.ClearColor(Color.MidnightBlue);
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}
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#endregion
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#region OnResize
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/// <summary>
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/// Respond to resize events here.
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/// </summary>
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/// <param name="e">Contains information on the new GameWindow size.</param>
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/// <remarks>There is no need to call the base implementation.</remarks>
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protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
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{
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GL.Viewport(0, 0, Width, Height);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadIdentity();
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GL.Ortho(-1.0, 1.0, -1.0, 1.0, 0.0, 4.0);
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base.OnResize(e);
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}
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#endregion
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#region OnUpdateFrame
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/// <summary>
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/// Add your game logic here.
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/// </summary>
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/// <param name="e">Contains timing information.</param>
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/// <remarks>There is no need to call the base implementation.</remarks>
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public override void OnUpdateFrame(UpdateFrameEventArgs e)
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{
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// Nothing to do!
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}
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#endregion
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#region OnRenderFrame
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/// <summary>
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/// Add your game rendering code here.
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/// </summary>
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/// <param name="e">Contains timing information.</param>
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/// <remarks>There is no need to call the base implementation.</remarks>
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public override void OnRenderFrame(RenderFrameEventArgs e)
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{
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GL.Clear(ClearBufferMask.ColorBufferBit);
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GL.Begin(BeginMode.Triangles);
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GL.Color3(Color.MidnightBlue);
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GL.Vertex2(-1.0f, 1.0f);
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GL.Color3(Color.SpringGreen);
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GL.Vertex2(0.0f, -1.0f);
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GL.Color3(Color.Ivory);
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GL.Vertex2(1.0f, 1.0f);
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GL.End();
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this.SwapBuffers();
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}
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#endregion
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#region public static void Main()
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/// <summary>
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/// Entry point of this example.
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/// </summary>
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[STAThread]
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public static void Main()
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{
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using (T01_Simple_Window example = new T01_Simple_Window())
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{
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// Get the title and category of this example using reflection.
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Utilities.SetWindowTitle(example);
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example.Run(30.0, 0.0);
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}
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}
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#endregion
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}
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}
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