#region License
//
// The Open Toolkit Library License
//
// Copyright (c) 2006 - 2009 the Open Toolkit library.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights to 
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do
// so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
//
#endregion

using System;
using System.Collections.Generic;
using System.Text;

using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;
using System.Drawing;

namespace Examples
{
    [Example("Fullscreen Antialiasing", ExampleCategory.OpenTK, "GameWindow", Documentation = "GameWindowFsaa")]
    public class FullscreenAntialias : GameWindow
    {
        public FullscreenAntialias()
            : base(800, 600, new GraphicsMode(32, 0, 0, 4))
        {
            Keyboard.KeyDown += delegate(object sender, KeyboardKeyEventArgs e)
            {
                if (e.Key == Key.Escape)
                    this.Exit();

                if ((e.Key == Key.AltLeft || e.Key == Key.AltRight) && (e.Key == Key.Enter || e.Key == Key.KeypadEnter))
                    if (this.WindowState == WindowState.Fullscreen)
                        this.WindowState = WindowState.Normal;
                    else
                        this.WindowState = WindowState.Fullscreen;
            };
        }

        #region Keyboard_KeyDown

        /// <summary>
        /// Occurs when a key is pressed.
        /// </summary>
        /// <param name="sender">The KeyboardDevice which generated this event.</param>
        /// <param name="key">The key that was pressed.</param>
        void Keyboard_KeyDown(KeyboardDevice sender, Key key)
        {
            if (sender[Key.Escape])
                this.Exit();

            if ((sender[Key.AltLeft] || sender[Key.AltRight]) && (sender[Key.Enter] || sender[Key.KeypadEnter]))
                if (this.WindowState == WindowState.Fullscreen)
                    this.WindowState = WindowState.Normal;
                else
                    this.WindowState = WindowState.Fullscreen;
        }

        #endregion

        #region OnLoad

        /// <summary>
        /// Setup OpenGL and load resources here.
        /// </summary>
        /// <param name="e">Not used.</param>
        public override void OnLoad(EventArgs e)
        {
            GL.ClearColor(Color.MidnightBlue);
        }

        #endregion

        #region OnResize

        /// <summary>
        /// Respond to resize events here.
        /// </summary>
        /// <param name="e">Contains information on the new GameWindow size.</param>
        /// <remarks>There is no need to call the base implementation.</remarks>
        protected override void OnResize(EventArgs e)
        {
            GL.Viewport(0, 0, Width, Height);

            GL.MatrixMode(MatrixMode.Projection);
            GL.LoadIdentity();
            GL.Ortho(-1.0, 1.0, -1.0, 1.0, 0.0, 4.0);

            base.OnResize(e);
        }

        #endregion

        #region OnUpdateFrame

        /// <summary>
        /// Add your game logic here.
        /// </summary>
        /// <param name="e">Contains timing information.</param>
        /// <remarks>There is no need to call the base implementation.</remarks>
        protected override void OnUpdateFrame(FrameEventArgs e)
        {
            // Nothing to do!
        }

        #endregion

        #region OnRenderFrame

        /// <summary>
        /// Add your game rendering code here.
        /// </summary>
        /// <param name="e">Contains timing information.</param>
        /// <remarks>There is no need to call the base implementation.</remarks>
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            GL.Clear(ClearBufferMask.ColorBufferBit);

            GL.Begin(BeginMode.Triangles);

            GL.Color3(Color.MidnightBlue);
            GL.Vertex2(-1.0f, 1.0f);
            GL.Color3(Color.SpringGreen);
            GL.Vertex2(0.0f, -1.0f);
            GL.Color3(Color.Ivory);
            GL.Vertex2(1.0f, 1.0f);

            GL.End();

            this.SwapBuffers();
        }

        #endregion
        
        #region public static void Main()

        /// <summary>
        /// Entry point of this example.
        /// </summary>
        [STAThread]
        public static void Main()
        {
            using (FullscreenAntialias example = new FullscreenAntialias())
            {
                // Get the title and category  of this example using reflection.
                Utilities.SetWindowTitle(example);
                example.Run(30.0, 0.0);
            }
        }

        #endregion
    }
}
