107951c4d1
the [...]GLNative classes now use GLContext instead of the platform-specific [...]GLContext implementations. Updated the IGLContext interface with functions to query the current context.
621 lines
19 KiB
C#
621 lines
19 KiB
C#
#region --- License ---
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/* Copyright (c) 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.Runtime.InteropServices;
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using System.Diagnostics;
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using System.Reflection;
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using OpenTK.OpenGL;
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using OpenTK.Input;
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//using OpenTK.OpenGL;
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namespace OpenTK.Platform.X11
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{
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/// <summary>
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/// Drives GameWindow on X11.
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/// This class supports OpenTK, and is not intended for use by OpenTK programs.
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/// </summary>
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internal sealed class X11GLNative : INativeGLWindow, IDisposable
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{
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#region --- Fields ---
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private WindowInfo window = new WindowInfo();
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private DisplayMode mode = new DisplayMode();
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private X11Input driver;
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// Number of pending events.
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private int pending = 0;
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private int top, bottom, left, right;
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// C# ResizeEventArgs
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private ResizeEventArgs resizeEventArgs = new ResizeEventArgs();
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// Used for event loop.
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private XEvent e = new XEvent();
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private bool disposed;
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private bool exists;
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private bool isExiting;
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// XAtoms for window properties
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private static IntPtr WMTitle; // The title of the GameWindow.
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private static IntPtr UTF8String; // No idea.
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#endregion
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#region --- Public Constructors ---
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/// <summary>
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/// Constructs and initializes a new X11GLNative window.
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/// Call CreateWindow to create the actual render window.
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/// </summary>
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public X11GLNative()
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{
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Debug.Print("Native window driver: {0}", this.ToString());
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//Utilities.ThrowOnX11Error = true; // Not very reliable
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// Open the display to the X server, and obtain the screen and root window.
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window.Display = API.OpenDisplay(null); // null == default display
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if (window.Display == IntPtr.Zero)
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throw new Exception("Could not open connection to X");
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window.Screen = API.DefaultScreen(window.Display);
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window.RootWindow = API.RootWindow(window.Display, window.Screen);
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Debug.Print("Display: {0}, Screen {1}, Root window: {2}",
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window.Display, window.Screen, window.RootWindow);
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RegisterAtoms(window);
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}
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#endregion
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#region private static void RegisterAtoms()
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/// <summary>
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/// Not used yet.
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/// Registers the necessary atoms for GameWindow.
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/// </summary>
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private static void RegisterAtoms(WindowInfo window)
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{
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string[] atom_names = new string[]
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{
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"WM_TITLE",
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"UTF8_STRING"
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};
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IntPtr[] atoms = new IntPtr[atom_names.Length];
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//Functions.XInternAtoms(window.Display, atom_names, atom_names.Length, false, atoms);
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int offset = 0;
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WMTitle = atoms[offset++];
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UTF8String = atoms[offset++];
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}
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#endregion
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#region --- INativeGLWindow Members ---
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#region public void ProcessEvents()
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public void ProcessEvents()
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{
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// Process all pending events
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while (true)
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{
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//pending = Functions.XPending(window.Display);
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pending = API.Pending(window.Display);
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if (pending == 0)
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return;
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Functions.XNextEvent(window.Display, ref e);
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//Debug.Print("Event: {0} ({1} pending)", e.type, pending);
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// Respond to the event e
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switch (e.type)
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{
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case XEventName.MapNotify:
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Debug.WriteLine("Window mapped.");
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return;
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case XEventName.CreateNotify:
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// A child was was created - nothing to do
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break;
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case XEventName.ClientMessage:
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this.OnDestroy(EventArgs.Empty);
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break;
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case XEventName.DestroyNotify:
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exists = false;
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isExiting = true;
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Debug.Print("X11 window {0} destroyed.", e.DestroyWindowEvent.window);
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return;
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case XEventName.ConfigureNotify:
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// If the window size changed, raise the C# Resize event.
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if (e.ConfigureEvent.width != mode.Width ||
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e.ConfigureEvent.height != mode.Height)
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{
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Debug.WriteLine(
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String.Format(
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"New res: {0}x{1}",
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e.ConfigureEvent.width,
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e.ConfigureEvent.height
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)
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);
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resizeEventArgs.Width = e.ConfigureEvent.width;
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resizeEventArgs.Height = e.ConfigureEvent.height;
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this.OnResize(resizeEventArgs);
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}
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break;
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case XEventName.KeyPress:
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case XEventName.KeyRelease:
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case XEventName.MotionNotify:
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case XEventName.ButtonPress:
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case XEventName.ButtonRelease:
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//Functions.XPutBackEvent(window.Display, ref e);
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driver.ProcessEvent(ref e);
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break;
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default:
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Debug.WriteLine(String.Format("{0} event was not handled", e.type));
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break;
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}
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}
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}
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#endregion
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#region public IInputDriver InputDriver
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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 driver;
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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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/// Returns true if a render window/context exists.
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/// </summary>
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public bool Exists
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{
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get { return exists; }
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}
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#endregion
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#region public bool Quit
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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 bool IsIdle
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public bool IsIdle
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{
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get { throw new Exception("The method or operation is not implemented."); }
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}
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#endregion
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#region public bool Fullscreen
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public bool Fullscreen
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{
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get
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{
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return false;
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//throw new Exception("The method or operation is not implemented.");
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}
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set
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{
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//throw new Exception("The method or operation is not implemented.");
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}
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}
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#endregion
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#region public IntPtr Handle
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/// <summary>
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/// Gets the current window handle.
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/// </summary>
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public IntPtr Handle
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{
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get { return this.window.Handle; }
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}
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#endregion
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#region public string Title
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/// <summary>
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/// TODO: Use atoms for this property.
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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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IntPtr name = IntPtr.Zero;
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Functions.XFetchName(window.Display, window.Handle, ref name);
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if (name != IntPtr.Zero)
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return Marshal.PtrToStringAnsi(name);
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return String.Empty;
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}
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set
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{
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/*
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XTextProperty name = new XTextProperty();
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name.format = 8; //STRING
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if (value == null)
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name.value = String.Empty;
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else
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name.value = value;
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Functions.XSetWMName(window.Display, window.Handle, ref name);
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*/
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if (value != null)
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Functions.XStoreName(window.Display, window.Handle, 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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bool mapped;
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public bool Visible
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{
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get
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{
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//return true;
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return mapped;
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}
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set
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{
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if (value && !mapped)
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{
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Functions.XMapWindow(window.Display, window.Handle);
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mapped = true;
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}
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else if (!value && mapped)
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{
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Functions.XUnmapWindow(window.Display, window.Handle);
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mapped = false;
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}
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}
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}
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#endregion
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/*
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#region public IInputDriver InputDriver
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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 driver;
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}
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}
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#endregion
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*/
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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 window; }
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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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/// Opens a new render window with the given DisplayMode.
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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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/// Creates the window visual and colormap. Associates the colormap/visual
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/// with the window and raises the window on top of the window stack.
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/// <para>
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/// Colormap creation is currently disabled.
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/// </para>
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/// </remarks>
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public void CreateWindow(DisplayMode mode)
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{
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if (exists)
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throw new ApplicationException("Render window already exists!");
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Debug.Print("Creating GameWindow with mode: {0}", mode.ToString());
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Debug.Indent();
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//glContext = new X11GLContext(mode, window);
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//glContext.PrepareContext(window);
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//window.VisualInfo = (glContext.Info as X11.WindowInfo).VisualInfo;
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//window.VisualInfo = Marshal.PtrToStructure(Glx.ChooseVisual(window.Display, window.Screen,
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// Create a window on this display using the visual above
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Debug.Write("Opening render window... ");
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XSetWindowAttributes attributes = new XSetWindowAttributes();
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attributes.background_pixel = IntPtr.Zero;
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attributes.border_pixel = IntPtr.Zero;
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attributes.colormap =
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API.CreateColormap(window.Display, window.RootWindow, window.VisualInfo.visual, 0/*AllocNone*/);
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window.EventMask =
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EventMask.StructureNotifyMask | EventMask.SubstructureNotifyMask | EventMask.ExposureMask |
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EventMask.KeyReleaseMask | EventMask.KeyPressMask;/* |
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EventMask.PointerMotionMask | /* Bad! EventMask.PointerMotionHintMask |
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EventMask.ButtonPressMask | EventMask.ButtonReleaseMask;*/
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attributes.event_mask = (IntPtr)window.EventMask;
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uint mask = (uint)SetWindowValuemask.ColorMap | (uint)SetWindowValuemask.EventMask |
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(uint)SetWindowValuemask.BackPixel | (uint)SetWindowValuemask.BorderPixel;
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window.Handle = Functions.XCreateWindow(window.Display, window.RootWindow,
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0, 0, mode.Width, mode.Height, 0, window.VisualInfo.depth/*(int)CreateWindowArgs.CopyFromParent*/,
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(int)CreateWindowArgs.InputOutput, window.VisualInfo.visual, (UIntPtr)mask, ref attributes);
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if (window.Handle == IntPtr.Zero)
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throw new ApplicationException("XCreateWindow call failed (returned 0).");
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// Set the window hints
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XSizeHints hints = new XSizeHints();
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hints.x = 0;
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hints.y = 0;
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hints.width = mode.Width;
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hints.height = mode.Height;
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hints.flags = (IntPtr)(XSizeHintsFlags.USSize | XSizeHintsFlags.USPosition);
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Functions.XSetWMNormalHints(window.Display, window.Handle, ref hints);
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// Register for window destroy notification
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IntPtr wm_destroy_atom = Functions.XInternAtom(window.Display,
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"WM_DELETE_WINDOW", true);
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XWMHints hint = new XWMHints();
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Functions.XSetWMProtocols(window.Display, window.Handle, new IntPtr[] { wm_destroy_atom }, 1);
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Top = Left = 0;
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Right = Width;
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Bottom = Height;
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//XTextProperty text = new XTextProperty();
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//text.value = "OpenTK Game Window";
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//text.format = 8;
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//Functions.XSetWMName(window.Display, window.Handle, ref text);
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//Functions.XSetWMProperties(display, window, name, name, 0, /*None*/ null, 0, hints);
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Debug.Print("done! (id: {0})", window.Handle);
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//(glContext.Info as X11.WindowInfo).Handle = window.Handle;
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//glContext.CreateContext(true, null);
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//glContext.MakeCurrent();
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API.MapRaised(window.Display, window.Handle);
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mapped = true;
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driver = new X11Input(window);
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//GL.LoadAll();
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//Glu.LoadAll();
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Debug.Unindent();
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Debug.WriteLine("GameWindow creation completed successfully!");
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exists = true;
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}
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#endregion
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#region OnCreate
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public event CreateEvent Create;
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private void OnCreate(EventArgs e)
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{
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if (this.Create != null)
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{
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Debug.Print("Create event fired from window: {0}", window.ToString());
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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 Exit()
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public void Exit()
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{
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this.DestroyWindow();
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}
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#endregion
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#region public void DestroyWindow()
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public void DestroyWindow()
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{
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Debug.WriteLine("X11GLNative shutdown sequence initiated.");
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Functions.XDestroyWindow(window.Display, window.Handle);
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}
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#endregion
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#region OnDestroy
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public event DestroyEvent Destroy;
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private void OnDestroy(EventArgs e)
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{
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Debug.Print("Destroy event fired from window: {0}", window.ToString());
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if (this.Destroy != null)
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this.Destroy(this, e);
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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
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public int Width
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{
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get
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{
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return mode.Width;
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}
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set
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{/*
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// Clear event struct
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//Array.Clear(xresize.pad, 0, xresize.pad.Length);
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// Set requested parameters
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xresize.ResizeRequest.type = EventType.ResizeRequest;
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xresize.ResizeRequest.display = this.display;
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xresize.ResizeRequest.width = value;
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xresize.ResizeRequest.height = mode.Width;
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API.SendEvent(
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this.display,
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this.window,
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false,
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EventMask.StructureNotifyMask,
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ref xresize
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);*/
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}
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}
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#endregion
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#region public int Height
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public int Height
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{
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get
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{
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return mode.Height;
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}
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set
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{/*
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// Clear event struct
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//Array.Clear(xresize.pad, 0, xresize.pad.Length);
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// Set requested parameters
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xresize.ResizeRequest.type = EventType.ResizeRequest;
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xresize.ResizeRequest.display = this.display;
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xresize.ResizeRequest.width = mode.Width;
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xresize.ResizeRequest.height = value;
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API.SendEvent(
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this.display,
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this.window,
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false,
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EventMask.StructureNotifyMask,
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ref xresize
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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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public event ResizeEvent Resize;
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private void OnResize(ResizeEventArgs e)
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{
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mode.Width = e.Width;
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mode.Height = e.Height;
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if (this.Resize != null)
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{
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this.Resize(this, e);
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}
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}
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#endregion
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public int Top
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{
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get { return top; }
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private set { top = value; }
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}
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public int Bottom
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{
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get { return bottom; }
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private set { bottom = value; }
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}
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public int Left
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{
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get { return left; }
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private set { left = value; }
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}
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public int Right
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{
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get { return right; }
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private set { right = value; }
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}
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#endregion
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|
|
|
#region --- IDisposable Members ---
|
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|
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public void Dispose()
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{
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this.Dispose(true);
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GC.SuppressFinalize(this);
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}
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private void Dispose(bool manuallyCalled)
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{
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if (!disposed)
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{
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if (manuallyCalled)
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{
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//if (glContext != null)
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// glContext.Dispose();
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// Kills connection to the X-Server. We don't want that,
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// 'cause it kills the ExampleLauncher too.
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//Functions.XCloseDisplay(window.Display);
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}
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Functions.XUnmapWindow(window.Display, window.Handle);
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Functions.XDestroyWindow(window.Display, window.Handle);
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disposed = true;
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}
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}
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~X11GLNative()
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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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