Opentk/Source/OpenTK/Platform/X11/X11GLNative.cs
the_fiddler 107951c4d1 Hooks for garbage-collectable OpenGL resources.
the [...]GLNative classes now use GLContext instead of the platform-specific [...]GLContext implementations.
Updated the IGLContext interface with functions to query the current context.
2007-12-09 18:15:51 +00:00

621 lines
19 KiB
C#

#region --- License ---
/* Copyright (c) 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
using System.Diagnostics;
using System.Reflection;
using OpenTK.OpenGL;
using OpenTK.Input;
//using OpenTK.OpenGL;
namespace OpenTK.Platform.X11
{
/// <summary>
/// Drives GameWindow on X11.
/// This class supports OpenTK, and is not intended for use by OpenTK programs.
/// </summary>
internal sealed class X11GLNative : INativeGLWindow, IDisposable
{
#region --- Fields ---
private WindowInfo window = new WindowInfo();
private DisplayMode mode = new DisplayMode();
private X11Input driver;
// Number of pending events.
private int pending = 0;
private int top, bottom, left, right;
// C# ResizeEventArgs
private ResizeEventArgs resizeEventArgs = new ResizeEventArgs();
// Used for event loop.
private XEvent e = new XEvent();
private bool disposed;
private bool exists;
private bool isExiting;
// XAtoms for window properties
private static IntPtr WMTitle; // The title of the GameWindow.
private static IntPtr UTF8String; // No idea.
#endregion
#region --- Public Constructors ---
/// <summary>
/// Constructs and initializes a new X11GLNative window.
/// Call CreateWindow to create the actual render window.
/// </summary>
public X11GLNative()
{
Debug.Print("Native window driver: {0}", this.ToString());
//Utilities.ThrowOnX11Error = true; // Not very reliable
// Open the display to the X server, and obtain the screen and root window.
window.Display = API.OpenDisplay(null); // null == default display
if (window.Display == IntPtr.Zero)
throw new Exception("Could not open connection to X");
window.Screen = API.DefaultScreen(window.Display);
window.RootWindow = API.RootWindow(window.Display, window.Screen);
Debug.Print("Display: {0}, Screen {1}, Root window: {2}",
window.Display, window.Screen, window.RootWindow);
RegisterAtoms(window);
}
#endregion
#region private static void RegisterAtoms()
/// <summary>
/// Not used yet.
/// Registers the necessary atoms for GameWindow.
/// </summary>
private static void RegisterAtoms(WindowInfo window)
{
string[] atom_names = new string[]
{
"WM_TITLE",
"UTF8_STRING"
};
IntPtr[] atoms = new IntPtr[atom_names.Length];
//Functions.XInternAtoms(window.Display, atom_names, atom_names.Length, false, atoms);
int offset = 0;
WMTitle = atoms[offset++];
UTF8String = atoms[offset++];
}
#endregion
#region --- INativeGLWindow Members ---
#region public void ProcessEvents()
public void ProcessEvents()
{
// Process all pending events
while (true)
{
//pending = Functions.XPending(window.Display);
pending = API.Pending(window.Display);
if (pending == 0)
return;
Functions.XNextEvent(window.Display, ref e);
//Debug.Print("Event: {0} ({1} pending)", e.type, pending);
// Respond to the event e
switch (e.type)
{
case XEventName.MapNotify:
Debug.WriteLine("Window mapped.");
return;
case XEventName.CreateNotify:
// A child was was created - nothing to do
break;
case XEventName.ClientMessage:
this.OnDestroy(EventArgs.Empty);
break;
case XEventName.DestroyNotify:
exists = false;
isExiting = true;
Debug.Print("X11 window {0} destroyed.", e.DestroyWindowEvent.window);
return;
case XEventName.ConfigureNotify:
// If the window size changed, raise the C# Resize event.
if (e.ConfigureEvent.width != mode.Width ||
e.ConfigureEvent.height != mode.Height)
{
Debug.WriteLine(
String.Format(
"New res: {0}x{1}",
e.ConfigureEvent.width,
e.ConfigureEvent.height
)
);
resizeEventArgs.Width = e.ConfigureEvent.width;
resizeEventArgs.Height = e.ConfigureEvent.height;
this.OnResize(resizeEventArgs);
}
break;
case XEventName.KeyPress:
case XEventName.KeyRelease:
case XEventName.MotionNotify:
case XEventName.ButtonPress:
case XEventName.ButtonRelease:
//Functions.XPutBackEvent(window.Display, ref e);
driver.ProcessEvent(ref e);
break;
default:
Debug.WriteLine(String.Format("{0} event was not handled", e.type));
break;
}
}
}
#endregion
#region public IInputDriver InputDriver
public IInputDriver InputDriver
{
get
{
return driver;
}
}
#endregion
#region public bool Exists
/// <summary>
/// Returns true if a render window/context exists.
/// </summary>
public bool Exists
{
get { return exists; }
}
#endregion
#region public bool Quit
public bool IsExiting
{
get { return isExiting; }
}
#endregion
#region public bool IsIdle
public bool IsIdle
{
get { throw new Exception("The method or operation is not implemented."); }
}
#endregion
#region public bool Fullscreen
public bool Fullscreen
{
get
{
return false;
//throw new Exception("The method or operation is not implemented.");
}
set
{
//throw new Exception("The method or operation is not implemented.");
}
}
#endregion
#region public IntPtr Handle
/// <summary>
/// Gets the current window handle.
/// </summary>
public IntPtr Handle
{
get { return this.window.Handle; }
}
#endregion
#region public string Title
/// <summary>
/// TODO: Use atoms for this property.
/// Gets or sets the GameWindow title.
/// </summary>
public string Title
{
get
{
IntPtr name = IntPtr.Zero;
Functions.XFetchName(window.Display, window.Handle, ref name);
if (name != IntPtr.Zero)
return Marshal.PtrToStringAnsi(name);
return String.Empty;
}
set
{
/*
XTextProperty name = new XTextProperty();
name.format = 8; //STRING
if (value == null)
name.value = String.Empty;
else
name.value = value;
Functions.XSetWMName(window.Display, window.Handle, ref name);
*/
if (value != null)
Functions.XStoreName(window.Display, window.Handle, value);
}
}
#endregion
#region public bool Visible
bool mapped;
public bool Visible
{
get
{
//return true;
return mapped;
}
set
{
if (value && !mapped)
{
Functions.XMapWindow(window.Display, window.Handle);
mapped = true;
}
else if (!value && mapped)
{
Functions.XUnmapWindow(window.Display, window.Handle);
mapped = false;
}
}
}
#endregion
/*
#region public IInputDriver InputDriver
public IInputDriver InputDriver
{
get
{
return driver;
}
}
#endregion
*/
#region public IWindowInfo WindowInfo
public IWindowInfo WindowInfo
{
get { return window; }
}
#endregion
#region public void CreateWindow(DisplayMode mode)
/// <summary>
/// Opens a new render window with the given DisplayMode.
/// </summary>
/// <param name="mode">The DisplayMode of the render window.</param>
/// <remarks>
/// Creates the window visual and colormap. Associates the colormap/visual
/// with the window and raises the window on top of the window stack.
/// <para>
/// Colormap creation is currently disabled.
/// </para>
/// </remarks>
public void CreateWindow(DisplayMode mode)
{
if (exists)
throw new ApplicationException("Render window already exists!");
Debug.Print("Creating GameWindow with mode: {0}", mode.ToString());
Debug.Indent();
//glContext = new X11GLContext(mode, window);
//glContext.PrepareContext(window);
//window.VisualInfo = (glContext.Info as X11.WindowInfo).VisualInfo;
//window.VisualInfo = Marshal.PtrToStructure(Glx.ChooseVisual(window.Display, window.Screen,
// Create a window on this display using the visual above
Debug.Write("Opening render window... ");
XSetWindowAttributes attributes = new XSetWindowAttributes();
attributes.background_pixel = IntPtr.Zero;
attributes.border_pixel = IntPtr.Zero;
attributes.colormap =
API.CreateColormap(window.Display, window.RootWindow, window.VisualInfo.visual, 0/*AllocNone*/);
window.EventMask =
EventMask.StructureNotifyMask | EventMask.SubstructureNotifyMask | EventMask.ExposureMask |
EventMask.KeyReleaseMask | EventMask.KeyPressMask;/* |
EventMask.PointerMotionMask | /* Bad! EventMask.PointerMotionHintMask |
EventMask.ButtonPressMask | EventMask.ButtonReleaseMask;*/
attributes.event_mask = (IntPtr)window.EventMask;
uint mask = (uint)SetWindowValuemask.ColorMap | (uint)SetWindowValuemask.EventMask |
(uint)SetWindowValuemask.BackPixel | (uint)SetWindowValuemask.BorderPixel;
window.Handle = Functions.XCreateWindow(window.Display, window.RootWindow,
0, 0, mode.Width, mode.Height, 0, window.VisualInfo.depth/*(int)CreateWindowArgs.CopyFromParent*/,
(int)CreateWindowArgs.InputOutput, window.VisualInfo.visual, (UIntPtr)mask, ref attributes);
if (window.Handle == IntPtr.Zero)
throw new ApplicationException("XCreateWindow call failed (returned 0).");
// Set the window hints
XSizeHints hints = new XSizeHints();
hints.x = 0;
hints.y = 0;
hints.width = mode.Width;
hints.height = mode.Height;
hints.flags = (IntPtr)(XSizeHintsFlags.USSize | XSizeHintsFlags.USPosition);
Functions.XSetWMNormalHints(window.Display, window.Handle, ref hints);
// Register for window destroy notification
IntPtr wm_destroy_atom = Functions.XInternAtom(window.Display,
"WM_DELETE_WINDOW", true);
XWMHints hint = new XWMHints();
Functions.XSetWMProtocols(window.Display, window.Handle, new IntPtr[] { wm_destroy_atom }, 1);
Top = Left = 0;
Right = Width;
Bottom = Height;
//XTextProperty text = new XTextProperty();
//text.value = "OpenTK Game Window";
//text.format = 8;
//Functions.XSetWMName(window.Display, window.Handle, ref text);
//Functions.XSetWMProperties(display, window, name, name, 0, /*None*/ null, 0, hints);
Debug.Print("done! (id: {0})", window.Handle);
//(glContext.Info as X11.WindowInfo).Handle = window.Handle;
//glContext.CreateContext(true, null);
//glContext.MakeCurrent();
API.MapRaised(window.Display, window.Handle);
mapped = true;
driver = new X11Input(window);
//GL.LoadAll();
//Glu.LoadAll();
Debug.Unindent();
Debug.WriteLine("GameWindow creation completed successfully!");
exists = true;
}
#endregion
#region OnCreate
public event CreateEvent Create;
private void OnCreate(EventArgs e)
{
if (this.Create != null)
{
Debug.Print("Create event fired from window: {0}", window.ToString());
this.Create(this, e);
}
}
#endregion
#region public void Exit()
public void Exit()
{
this.DestroyWindow();
}
#endregion
#region public void DestroyWindow()
public void DestroyWindow()
{
Debug.WriteLine("X11GLNative shutdown sequence initiated.");
Functions.XDestroyWindow(window.Display, window.Handle);
}
#endregion
#region OnDestroy
public event DestroyEvent Destroy;
private void OnDestroy(EventArgs e)
{
Debug.Print("Destroy event fired from window: {0}", window.ToString());
if (this.Destroy != null)
this.Destroy(this, e);
}
#endregion
#endregion
#region --- IResizable Members ---
#region public int Width
public int Width
{
get
{
return mode.Width;
}
set
{/*
// Clear event struct
//Array.Clear(xresize.pad, 0, xresize.pad.Length);
// Set requested parameters
xresize.ResizeRequest.type = EventType.ResizeRequest;
xresize.ResizeRequest.display = this.display;
xresize.ResizeRequest.width = value;
xresize.ResizeRequest.height = mode.Width;
API.SendEvent(
this.display,
this.window,
false,
EventMask.StructureNotifyMask,
ref xresize
);*/
}
}
#endregion
#region public int Height
public int Height
{
get
{
return mode.Height;
}
set
{/*
// Clear event struct
//Array.Clear(xresize.pad, 0, xresize.pad.Length);
// Set requested parameters
xresize.ResizeRequest.type = EventType.ResizeRequest;
xresize.ResizeRequest.display = this.display;
xresize.ResizeRequest.width = mode.Width;
xresize.ResizeRequest.height = value;
API.SendEvent(
this.display,
this.window,
false,
EventMask.StructureNotifyMask,
ref xresize
);*/
}
}
#endregion
#region public event ResizeEvent Resize
public event ResizeEvent Resize;
private void OnResize(ResizeEventArgs e)
{
mode.Width = e.Width;
mode.Height = e.Height;
if (this.Resize != null)
{
this.Resize(this, e);
}
}
#endregion
public int Top
{
get { return top; }
private set { top = value; }
}
public int Bottom
{
get { return bottom; }
private set { bottom = value; }
}
public int Left
{
get { return left; }
private set { left = value; }
}
public int Right
{
get { return right; }
private set { right = value; }
}
#endregion
#region --- IDisposable Members ---
public void Dispose()
{
this.Dispose(true);
GC.SuppressFinalize(this);
}
private void Dispose(bool manuallyCalled)
{
if (!disposed)
{
if (manuallyCalled)
{
//if (glContext != null)
// glContext.Dispose();
// Kills connection to the X-Server. We don't want that,
// 'cause it kills the ExampleLauncher too.
//Functions.XCloseDisplay(window.Display);
}
Functions.XUnmapWindow(window.Display, window.Handle);
Functions.XDestroyWindow(window.Display, window.Handle);
disposed = true;
}
}
~X11GLNative()
{
this.Dispose(false);
}
#endregion
}
}