42c1affe34
Made GameWindow.Dispose() virtual.
752 lines
24 KiB
C#
752 lines
24 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;
|
|
using OpenTK.Input;
|
|
using System.Threading;
|
|
using OpenTK.OpenGL;
|
|
|
|
namespace OpenTK
|
|
{
|
|
public class GameWindow : OpenTK.Platform.IGameWindow
|
|
{
|
|
#region --- Fields ---
|
|
|
|
private INativeGLWindow glWindow;
|
|
private ResizeEventArgs resizeEventArgs = new ResizeEventArgs();
|
|
private DisplayMode mode;
|
|
|
|
private InputDriver driver;
|
|
|
|
private bool isExiting;
|
|
private bool disposed;
|
|
|
|
private double updateTime, renderTime, eventTime, frameTime;
|
|
|
|
#endregion
|
|
|
|
#region --- Contructors ---
|
|
|
|
/// <summary>
|
|
/// Constructs a new GameWindow, using a safe DisplayMode.
|
|
/// </summary>
|
|
public GameWindow()
|
|
{
|
|
switch (Environment.OSVersion.Platform)
|
|
{
|
|
case PlatformID.Win32NT:
|
|
case PlatformID.Win32S:
|
|
case PlatformID.Win32Windows:
|
|
case PlatformID.WinCE:
|
|
glWindow = new OpenTK.Platform.Windows.WinGLNative();
|
|
break;
|
|
|
|
case PlatformID.Unix:
|
|
case (PlatformID)128:
|
|
glWindow = new OpenTK.Platform.X11.X11GLNative();
|
|
break;
|
|
|
|
default:
|
|
throw new PlatformNotSupportedException("Your platform is not supported currently. Please, refer to http://opentk.sourceforge.net for more information.");
|
|
}
|
|
|
|
glWindow.Resize += new ResizeEvent(glWindow_Resize);
|
|
glWindow.Create += new CreateEvent(glWindow_CreateInputDriver);
|
|
glWindow.Destroy += new DestroyEvent(glWindow_Destroy);
|
|
}
|
|
|
|
void glWindow_Destroy(object sender, EventArgs e)
|
|
{
|
|
Debug.Print("GameWindow destruction imminent.");
|
|
this.isExiting = true;
|
|
this.OnDestroy(EventArgs.Empty);
|
|
glWindow.Destroy -= glWindow_Destroy;
|
|
//this.Dispose();
|
|
}
|
|
|
|
void glWindow_CreateInputDriver(object sender, EventArgs e)
|
|
{
|
|
//glWindow.Context.MakeCurrent();
|
|
|
|
if (driver == null)
|
|
driver = new InputDriver(this.WindowInfo);
|
|
glWindow.Create -= glWindow_CreateInputDriver;
|
|
|
|
this.OnCreate(e);
|
|
}
|
|
|
|
void glWindow_Resize(object sender, ResizeEventArgs e)
|
|
{
|
|
this.OnResize(e);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region --- Internal Properties ---
|
|
|
|
#region public IList<OpenTK.Input.IInputDevice> Input
|
|
|
|
internal InputDriver InputDriver
|
|
{
|
|
get
|
|
{
|
|
if (driver == null && !this.IsExiting)
|
|
{
|
|
Debug.WriteLine("WARNING: Accessed null InputDriver - creating new. This may indicate a prorgamming error.");
|
|
driver = new InputDriver(this.WindowInfo);
|
|
}
|
|
return driver;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region --- INativeGLWindow Members ---
|
|
|
|
#region public void Exit()
|
|
|
|
/// <summary>
|
|
/// Gracefully exits the current GameWindow.
|
|
/// Override if you want to provide yor own exit sequence.
|
|
/// If you override this method, place a call to base.Exit(), to ensure
|
|
/// proper OpenTK shutdown.
|
|
/// </summary>
|
|
public virtual void Exit()
|
|
{
|
|
isExiting = true;
|
|
//glWindow.Exit();
|
|
//this.Dispose();
|
|
}
|
|
|
|
#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 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 (!this.Exists && !this.IsExiting)
|
|
{
|
|
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 Exists
|
|
|
|
/// <summary>
|
|
/// Gets a value indicating whether a render window has been exists.
|
|
/// </summary>
|
|
public bool Exists
|
|
{
|
|
get { return glWindow == null ? false : glWindow.Exists; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public IWindowInfo WindowInfo
|
|
|
|
public IWindowInfo WindowInfo
|
|
{
|
|
get { return glWindow.WindowInfo; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public void CreateWindow(DisplayMode mode)
|
|
|
|
/// <summary>
|
|
/// Creates a new render window. The Create event is raised after the window creation
|
|
/// is complete, to allow resource initalisation.
|
|
/// </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 (!Exists)
|
|
{
|
|
try
|
|
{
|
|
glWindow.CreateWindow(mode);
|
|
}
|
|
catch (ApplicationException expt)
|
|
{
|
|
Debug.Print(expt.ToString());
|
|
throw;
|
|
}
|
|
//OpenTK.OpenGL.GL.LoadAll();
|
|
}
|
|
else
|
|
{
|
|
throw new ApplicationException("A render window already exists");
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region OnCreate
|
|
|
|
[Obsolete("The Create event is obsolete and will be removed on later versions. Use the Load event instead.")]
|
|
public event CreateEvent Create;
|
|
|
|
/// <summary>
|
|
/// Raises the Create event. Override in derived classes to initialize resources.
|
|
/// </summary>
|
|
/// <param name="e"></param>
|
|
[Obsolete("The OnCreate method is obsolete and will be removed on later versions. Use the OnLoad method instead.")]
|
|
public virtual void OnCreate(EventArgs e)
|
|
{
|
|
Debug.WriteLine("Firing GameWindow.Create event");
|
|
if (this.Create != null)
|
|
{
|
|
this.Create(this, e);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public void DestroyWindow()
|
|
|
|
/// <summary>
|
|
/// Destroys the GameWindow. The Destroy event is raised before destruction commences
|
|
/// (while the opengl context still exists), to allow resource cleanup.
|
|
/// </summary>
|
|
public void DestroyWindow()
|
|
{
|
|
if (Exists)
|
|
{
|
|
glWindow.DestroyWindow();
|
|
}
|
|
else
|
|
{
|
|
throw new ApplicationException("Tried to destroy inexistent window.");
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region OnDestroy
|
|
|
|
/// <summary>
|
|
/// Raises the Destroy event. Override in derived classes, to modify the shutdown
|
|
/// sequence (e.g. to release resources before shutdown).
|
|
/// </summary>
|
|
/// <param name="e"></param>
|
|
public virtual void OnDestroy(EventArgs e)
|
|
{
|
|
Debug.WriteLine("Firing GameWindow.Destroy event");
|
|
if (this.Destroy != null)
|
|
{
|
|
this.Destroy(this, e);
|
|
}
|
|
}
|
|
|
|
public event DestroyEvent Destroy;
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region --- IGameWindow Members ---
|
|
|
|
#region public virtual void Run()
|
|
|
|
/// <summary>
|
|
/// Enters the game loop of GameWindow, updating and rendering at the maximum possible frequency.
|
|
/// </summary>
|
|
/// <see cref="public virtual void Run(float update_frequency, float render_frequency)"/>
|
|
public void Run()
|
|
{
|
|
Run(0.0, 0.0);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Runs the default game loop on GameWindow at the specified update frequency, maintaining the
|
|
/// maximum possible render frequency.
|
|
/// </summary>
|
|
/// <see cref="public virtual void Run(double updateFrequency, double renderFrequency)"/>
|
|
public void Run(double updateFrequency)
|
|
{
|
|
Run(updateFrequency, 0.0);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Runs the default game loop on GameWindow at the specified update and render frequency.
|
|
/// </summary>
|
|
/// <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>
|
|
/// <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>
|
|
/// <remarks>
|
|
/// <para>
|
|
/// A default game loop consists of three parts: Event processing, frame updating and a frame rendering.
|
|
/// This function will try to maintain the requested updateFrequency at all costs, dropping the renderFrequency if
|
|
/// there is not enough CPU time.
|
|
/// </para>
|
|
/// <para>
|
|
/// It is recommended that you specify a target for update- and renderFrequency.
|
|
/// Doing so, will yield unused CPU time to other processes, dropping power consumption
|
|
/// and maximizing batter life. If either frequency is left unspecified, the GameWindow
|
|
/// will consume all available CPU time (only useful for benchmarks and stress tests).
|
|
/// </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(double updateFrequency, double renderFrequency)
|
|
{
|
|
this.OnLoad(EventArgs.Empty);
|
|
resizeEventArgs.Width = this.Width;
|
|
resizeEventArgs.Height = this.Height;
|
|
this.OnResize(resizeEventArgs);
|
|
|
|
Debug.Print("Entering main loop");
|
|
|
|
Stopwatch watch = new Stopwatch();
|
|
UpdateFrameEventArgs updateArgs = new UpdateFrameEventArgs();
|
|
RenderFrameEventArgs renderArgs = new RenderFrameEventArgs();
|
|
|
|
double update_target = 0.0, render_target = 0.0, next_update = 0.0, next_render = 0.0;
|
|
double time, total_time;
|
|
|
|
if (updateFrequency > 0.0)
|
|
{
|
|
next_update = update_target = 1.0 / updateFrequency;
|
|
}
|
|
if (renderFrequency > 0.0)
|
|
{
|
|
next_render = render_target = 1.0 / renderFrequency;
|
|
}
|
|
|
|
while (this.Exists && !IsExiting)
|
|
{
|
|
total_time = frameTime = watch.Elapsed.TotalSeconds;
|
|
if (total_time > 0.1)
|
|
total_time = 0.1;
|
|
updateArgs.Time = renderArgs.Time = total_time;
|
|
|
|
watch.Reset();
|
|
watch.Start();
|
|
|
|
time = watch.Elapsed.TotalSeconds;
|
|
this.ProcessEvents();
|
|
eventTime = watch.Elapsed.TotalSeconds - time;
|
|
|
|
if (!IsExiting)
|
|
{
|
|
time = watch.Elapsed.TotalSeconds;
|
|
next_update -= (total_time + time);
|
|
while (next_update <= 0.0)
|
|
{
|
|
updateArgs.Time += watch.Elapsed.TotalSeconds;
|
|
this.OnUpdateFrame(updateArgs);
|
|
if (update_target == 0.0)
|
|
break;
|
|
next_update += update_target;
|
|
}
|
|
updateTime = watch.Elapsed.TotalSeconds - time;
|
|
|
|
time = watch.Elapsed.TotalSeconds;
|
|
next_render -= (total_time + time);
|
|
if (next_render <= 0.0)
|
|
{
|
|
renderArgs.Time += time;
|
|
this.OnRenderFrame(renderArgs);
|
|
next_render += render_target;
|
|
}
|
|
renderTime = watch.Elapsed.TotalSeconds - time;
|
|
|
|
if (renderTime < render_target && updateTime < update_target)
|
|
{
|
|
Thread.Sleep((int)(1000.0 * System.Math.Min(
|
|
render_target - renderTime, update_target - updateTime)));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (this.Exists)
|
|
{
|
|
glWindow.DestroyWindow();
|
|
while (this.Exists)
|
|
{
|
|
this.ProcessEvents();
|
|
}
|
|
}
|
|
}
|
|
|
|
#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()
|
|
{
|
|
if (driver != null)
|
|
driver.Poll();
|
|
glWindow.ProcessEvents();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public virtual void OnRenderFrame(RenderFrameEventArgs e)
|
|
|
|
/// <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(RenderFrameEventArgs e)
|
|
{
|
|
if (!this.Exists && !this.IsExiting)
|
|
{
|
|
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(this, e);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Occurs when it is time to render the next frame.
|
|
/// </summary>
|
|
public event RenderFrameEvent RenderFrame;
|
|
|
|
#endregion
|
|
|
|
#region public virtual void OnUpdateFrame(UpdateFrameEventArgs e)
|
|
|
|
/// <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(UpdateFrameEventArgs e)
|
|
{
|
|
if (!this.Exists && !this.IsExiting)
|
|
{
|
|
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(this, e);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Occurs when it is time to update the next frame.
|
|
/// </summary>
|
|
public event UpdateFrameEvent UpdateFrame;
|
|
|
|
#endregion
|
|
|
|
#region public virtual void OnLoad(EventArgs e)
|
|
|
|
/// <summary>
|
|
/// Raises the Load event. Override to load resources that should
|
|
/// be maintained for the lifetime of the application.
|
|
/// </summary>
|
|
public virtual void OnLoad(EventArgs e)
|
|
{
|
|
Debug.Print("Firing GameWindow.Load event.");
|
|
if (this.Load != null)
|
|
{
|
|
this.Load(this, e);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Occurs after the GameWindow has been created, but before
|
|
/// entering the main loop.
|
|
/// </summary>
|
|
public event LoadEvent Load;
|
|
|
|
#endregion
|
|
|
|
#region public void SwapBuffers()
|
|
|
|
/// <summary>
|
|
/// Swaps the front and back buffer, presenting the rendered scene to the user.
|
|
/// Only useful in double- or triple-buffered formats.
|
|
/// </summary>
|
|
/// <remarks>Calling this function is equivalent to calling Context.SwapBuffers()</remarks>
|
|
public void SwapBuffers()
|
|
{
|
|
Context.SwapBuffers();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public bool 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.OpenGL functions or properties.
|
|
/// </summary>
|
|
public bool IsExiting
|
|
{
|
|
get { return isExiting; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public IList<Keyboard> Keyboard
|
|
|
|
/// <summary>
|
|
/// Gets the list of available Keyboard devices.
|
|
/// </summary>
|
|
public IList<Keyboard> Keyboard
|
|
{
|
|
get
|
|
{
|
|
return InputDriver.Keyboard;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region --- IResizable Members ---
|
|
|
|
#region public int Width, Height
|
|
|
|
/// <summary>
|
|
/// Gets or sets the Width of the GameWindow's rendering area, in pixels.
|
|
/// </summary>
|
|
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"
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets or sets the Height of the GameWindow's rendering area, in pixels.
|
|
/// </summary>
|
|
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)
|
|
{
|
|
Debug.Print("Firing GameWindow.Resize event: {0}.", e.ToString());
|
|
if (this.Resize != null)
|
|
this.Resize(this, e);
|
|
}
|
|
|
|
#endregion
|
|
/*
|
|
/// <summary>
|
|
/// Gets the Top coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
|
|
/// </summary>
|
|
public int Top
|
|
{
|
|
get { return glWindow.Top; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// /// Gets the Bottom coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
|
|
/// </summary>
|
|
public int Bottom
|
|
{
|
|
get { return glWindow.Bottom; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the Left coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
|
|
/// </summary>
|
|
public int Left
|
|
{
|
|
get { return glWindow.Left; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the Right coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
|
|
/// </summary>
|
|
public int Right
|
|
{
|
|
get { return glWindow.Right; }
|
|
}
|
|
*/
|
|
#endregion
|
|
|
|
#region --- IDisposable Members ---
|
|
|
|
/// <summary>
|
|
/// Disposes of the GameWindow, releasing all resources consumed by it.
|
|
/// </summary>
|
|
public virtual void Dispose()
|
|
{
|
|
Dispose(true);
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
private void Dispose(bool manual)
|
|
{
|
|
if (!disposed)
|
|
{
|
|
// Is this safe? Maybe 'Debug' has been disposed, too...
|
|
//Debug.Print("{0} disposing GameWindow.", manual ? "Manually" : "Automatically");
|
|
|
|
if (manual)
|
|
{
|
|
if (driver != null)
|
|
{
|
|
driver.Dispose();
|
|
driver = null;
|
|
}
|
|
|
|
if (glWindow != null)
|
|
{
|
|
glWindow.Dispose();
|
|
glWindow = null;
|
|
}
|
|
}
|
|
disposed = true;
|
|
}
|
|
}
|
|
|
|
~GameWindow()
|
|
{
|
|
this.Dispose(false);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
|
|
public class UpdateFrameEventArgs : EventArgs
|
|
{
|
|
private double time;
|
|
|
|
/// <summary>
|
|
/// Gets the Time elapsed between frame updates, in seconds.
|
|
/// </summary>
|
|
public double Time
|
|
{
|
|
get { return time; }
|
|
internal set { time = value; }
|
|
}
|
|
}
|
|
|
|
public class RenderFrameEventArgs : EventArgs
|
|
{
|
|
private double time;
|
|
|
|
/// <summary>
|
|
/// Gets the Time elapsed between frame updates, in seconds.
|
|
/// </summary>
|
|
public double Time
|
|
{
|
|
get { return time; }
|
|
internal set { time = value; }
|
|
}
|
|
}
|
|
}
|