Opentk/Source/OpenTK/GLControl.cs
the_fiddler 5e28f31660 Improved GL loading speed.
Added background worker thread to W03_Extensions.
Added debug output to failed WinGLContext.MakeCurrent() calls.
Removed object field from Windows.MSG struct.
2007-09-03 21:47:34 +00:00

281 lines
8.5 KiB
C#

#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
#region --- Using Directives ---
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Diagnostics;
using OpenTK.Platform;
using OpenTK.OpenGL;
#endregion
namespace OpenTK
{
// TODO: Document the GLControl class.
/// <summary>
/// Defines a UserControl with opengl rendering capabilities.
/// </summary>
public partial class GLControl : UserControl, IGLControl
{
#region --- Private Fields ---
private IGLControl glControl;
#endregion
#region --- Contructors ---
/// <summary>
/// Constructs a new GLControl.
/// </summary>
public GLControl()
:this(new DisplayMode())
{
}
/// <summary>
/// Constructs a new GLControl, with the specified DisplayMode.
/// </summary>
/// <param name="mode">The DisplayMode of the control.</param>
public GLControl(DisplayMode mode)
{
InitializeComponent();
this.Visible = false;
this.Fullscreen = mode.Fullscreen;
this.SetStyle(ControlStyles.UserPaint, true);
this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);
//this.SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
}
#endregion
#region --- Public Methods ---
#region public void CreateContext()
/// <summary>
/// Forces the creation of the opengl rendering context.
/// </summary>
public void CreateContext()
{
if (glControl != null)
{
throw new ApplicationException("Attempted to create GLControl more than once.");
}
if (this.DesignMode)
{
glControl = new DummyGLControl();
}
else
{
switch (Environment.OSVersion.Platform)
{
case PlatformID.Win32NT:
case PlatformID.Win32Windows:
glControl = new OpenTK.Platform.Windows.WinGLControl(this, new DisplayMode(Width, Height));
break;
case PlatformID.Unix:
case (PlatformID)128: // some older versions of Mono reported 128.
glControl = new OpenTK.Platform.X11.X11GLControl(this);
break;
default:
throw new PlatformNotSupportedException("Your operating system is not currently supported. We are sorry for the inconvenience.");
}
}
this.Visible = true;
this.CreateControl();
GL.LoadAll();
Glu.LoadAll();
this.OnResize(EventArgs.Empty);
}
#endregion
#region public void SwapBuffers()
/// <summary>
/// Swaps the front and back buffers, and presents the rendered scene to the screen.
/// </summary>
public void SwapBuffers()
{
Context.SwapBuffers();
}
#endregion
#region public void MakeCurrent()
/// <summary>
/// Makes the underlying GLContext of this GLControl current. All OpenGL commands issued
/// from this point are interpreted by this GLContext.
/// </summary>
public void MakeCurrent()
{
Context.MakeCurrent();
}
#endregion
#endregion
#region --- Public Properties ---
/// <summary>
/// Gets the AspectRatio of the control this GLContext object
/// renders to. This is usually used in a call to Glu.Perspective.
/// </summary>
public double AspectRatio
{
get
{
return this.Width / (double)this.Height;
}
}
/// <summary>
/// Gets or sets the display mode of the control.
/// </summary>
public bool Fullscreen
{
get
{
return false;
//throw new NotImplementedException();
}
set
{
//throw new NotImplementedException();
}
}
#endregion
#region --- IGLControl Members ---
#region public bool IsIdle
/// <summary>
/// Gets the idle status of the control.
/// </summary>
public bool IsIdle
{
get
{
if (glControl == null)
this.CreateContext();
return glControl.IsIdle;
}
}
#endregion
#region public IGLContext Context
/// <summary>
/// Gets the opengl context associated with this control.
/// </summary>
public IGLContext Context
{
get
{
if (glControl == null)
this.CreateContext();
return glControl.Context;
}
}
#endregion
#region DisplayMode changes
/// <summary>
/// Selects the fullscreen DisplayMode closest to the DisplayMode requested.
/// </summary>
/// <param name="mode">
/// The fullscreen DisplayMode to match, or null to get the current screen DisplayMode.
/// </param>
/// <returns>The DisplayMode closest to the requested one, or null if no DisplayModes are available.</returns>
/// <remarks>
/// <see cref="SetDisplayMode">SetDisplayMode</see>
/// </remarks>
public DisplayMode SelectDisplayMode(DisplayMode mode)
{
throw new NotImplementedException();
//return glWindow.SelectDisplayMode(mode);
}
/// <summary>
/// Selects the fullscreen DisplayMode closest to the DisplayMode requested, accoriding to the specified
/// parameters.
/// </summary>
/// <param name="mode">
/// The fullscreen DisplayMode to match, or null to get the current screen DisplayMode.
/// </param>
/// <param name="options">
/// The DisplayModeMatchOptions flags that indicate how to search for the requested DisplayMode.
/// </param>
/// <returns>
/// The DisplayMode closest to the requested one, or null if no DisplayModes are available or
/// DisplayModeMatchOptions.ExactMatch was passed.
/// </returns>
/// <remarks>
/// <see cref="SetDisplayMode">SetDisplayMode</see>
/// </remarks>
public DisplayMode SelectDisplayMode(DisplayMode mode, DisplayModeMatchOptions options)
{
throw new NotImplementedException();
//return glWindow.SelectDisplayMode(mode, options);
}
/// <summary>
/// Sets the requested DisplayMode.
/// </summary>
/// <param name="mode">
/// The fulscreen DisplayMode to set. Passing null will return the application to windowed
/// mode.
/// </param>
/// <remarks>
/// Use SelectDisplayMode to select one of the available fullscreen modes.
/// <para>
/// If the mode requested is not available, this function will throw a
/// <exception cref="DisplayModeNotAvailable">DisplayModeNotAvailable</exception> exception.
/// </para>
/// <para>
/// Pass null to return to windowed mode. The previous desktop DisplayMode will be automatically reset by this
/// function. This function cannot be used to permanently change the user's desktop DisplayMode.
/// </para>
/// <see cref="SelectDisplayMode(DisplayMode mode)">SelectDisplayMode</see>
/// <seealso cref="DisplayModeNotAvailable">DisplayModeNotAvailable exception</seealso>
/// </remarks>
public void SetDisplayMode(DisplayMode mode)
{
throw new NotImplementedException();
//glWindow.SetDisplayMode(mode);
}
#endregion
#endregion
}
}