284 lines
8.5 KiB
C#
284 lines
8.5 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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#region --- Using Directives ---
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Drawing;
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using System.Text;
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using System.Windows.Forms;
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using System.Diagnostics;
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using OpenTK.Platform;
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#endregion
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namespace OpenTK
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{
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// TODO: Document the GLControl class.
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/// <summary>
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///
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/// </summary>
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public partial class GLControl : UserControl, IGLControl
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{
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#region --- Private Fields ---
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private IGLControl glControl;
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#endregion
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#region --- Contructors ---
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/// <summary>
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/// Constructs a new GLControl.
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/// </summary>
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public GLControl()
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:this(new DisplayMode())
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{
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}
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public GLControl(DisplayMode mode)
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{
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InitializeComponent();
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System.Diagnostics.Debug.Listeners.Clear();
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System.Diagnostics.Debug.Listeners.Add(new TextWriterTraceListener(Console.Out));
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System.Diagnostics.Debug.AutoFlush = true;
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System.Diagnostics.Trace.Listeners.Clear();
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System.Diagnostics.Trace.Listeners.Add(new TextWriterTraceListener(Console.Out));
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System.Diagnostics.Trace.AutoFlush = true;
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Trace.AutoFlush = true;
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if (Environment.OSVersion.Platform == PlatformID.Win32NT ||
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Environment.OSVersion.Platform == PlatformID.Win32Windows)
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{
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glControl = new OpenTK.Platform.Windows.WinGLControl(this, Width, Height, false);
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}
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else if (Environment.OSVersion.Platform == PlatformID.Unix ||
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Environment.OSVersion.Platform == (PlatformID)128)
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// some older versions of Mono reported 128.
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{
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glControl = new OpenTK.Platform.X11.X11GLControl(this, Width, Height, false);
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}
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else
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{
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throw new PlatformNotSupportedException(
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"Your operating system is not currently supported. We are sorry for the inconvenience."
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);
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}
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glControl.Context.MakeCurrent();
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/*
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Context.MakeCurrent();
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//GL.ReloadFunctions();
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if (width > 0)
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this.Width = width;
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if (height > 0)
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this.Height = height;
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*/
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this.Fullscreen = mode.Fullscreen;
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this.SetStyle(ControlStyles.UserPaint, true);
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this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);
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}
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#endregion
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#region --- Public Methods ---
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/// <summary>
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/// Swaps the front and back buffers, and presents the rendered scene to the screen.
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/// </summary>
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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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/// <summary>
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/// Makes the underlying GLContext of this GLControl current. All OpenGL commands issued
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/// from this point are interpreted by this GLContext.
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/// </summary>
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public void MakeCurrent()
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{
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Context.MakeCurrent();
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}
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#endregion
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#region --- Public Properties ---
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/// <summary>
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/// Gets the AspectRatio of the control this GLContext object
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/// renders to. This is usually used in a call to Glu.Perspective.
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/// </summary>
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public double AspectRatio
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{
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get
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{
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return this.Width / (double)this.Height;
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}
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}
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/// <summary>
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/// Gets or sets the display mode of the control.
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/// </summary>
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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 NotImplementedException();
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}
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set
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{
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//throw new NotImplementedException();
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}
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}
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#endregion
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#region --- IGLControl Members ---
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public event CreateEvent Create;
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#region public bool IsIdle
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/// <summary>
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/// Gets the idle status of the control.
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/// </summary>
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public bool IsIdle
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{
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get { return glControl.IsIdle; }
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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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/// Gets the opengl context associated with this control.
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/// </summary>
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public IGLContext Context
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{
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get { return glControl.Context; }
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}
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#endregion
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#region DisplayMode changes
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/// <summary>
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/// Selects the fullscreen DisplayMode closest to the DisplayMode requested.
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/// </summary>
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/// <param name="mode">
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/// The fullscreen DisplayMode to match, or null to get the current screen DisplayMode.
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/// </param>
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/// <returns>The DisplayMode closest to the requested one, or null if no DisplayModes are available.</returns>
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/// <remarks>
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/// <see cref="SetDisplayMode">SetDisplayMode</see>
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/// </remarks>
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public DisplayMode SelectDisplayMode(DisplayMode mode)
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{
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throw new NotImplementedException();
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//return glWindow.SelectDisplayMode(mode);
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}
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/// <summary>
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/// Selects the fullscreen DisplayMode closest to the DisplayMode requested, accoriding to the specified
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/// parameters.
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/// </summary>
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/// <param name="mode">
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/// The fullscreen DisplayMode to match, or null to get the current screen DisplayMode.
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/// </param>
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/// <param name="options">
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/// The DisplayModeMatchOptions flags that indicate how to search for the requested DisplayMode.
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/// </param>
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/// <returns>
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/// The DisplayMode closest to the requested one, or null if no DisplayModes are available or
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/// DisplayModeMatchOptions.ExactMatch was passed.
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/// </returns>
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/// <remarks>
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/// <see cref="SetDisplayMode">SetDisplayMode</see>
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/// </remarks>
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public DisplayMode SelectDisplayMode(DisplayMode mode, DisplayModeMatchOptions options)
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{
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throw new NotImplementedException();
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//return glWindow.SelectDisplayMode(mode, options);
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}
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/// <summary>
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/// Sets the requested DisplayMode.
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/// </summary>
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/// <param name="mode">
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/// The fulscreen DisplayMode to set. Passing null will return the application to windowed
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/// mode.
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/// </param>
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/// <remarks>
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/// Use SelectDisplayMode to select one of the available fullscreen modes.
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/// <para>
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/// If the mode requested is not available, this function will throw a
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/// <exception cref="DisplayModeNotAvailable">DisplayModeNotAvailable</exception> exception.
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/// </para>
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/// <para>
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/// Pass null to return to windowed mode. The previous desktop DisplayMode will be automatically reset by this
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/// function. This function cannot be used to permanently change the user's desktop DisplayMode.
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/// </para>
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/// <see cref="SelectDisplayMode(DisplayMode mode)">SelectDisplayMode</see>
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/// <seealso cref="DisplayModeNotAvailable">DisplayModeNotAvailable exception</seealso>
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/// </remarks>
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public void SetDisplayMode(DisplayMode mode)
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{
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throw new NotImplementedException();
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//glWindow.SetDisplayMode(mode);
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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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public new event ResizeEvent Resize;
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#endregion
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#region --- IDisposable Members ---
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protected override void DestroyHandle()
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{
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base.DestroyHandle();
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glControl.Dispose();
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}
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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 (manuallyCalled)
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{
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glWindow.Dispose();
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}
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}
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~GLControl()
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{
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this.Dispose(false);
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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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