Opentk/Source/OpenTK/GameWindow.cs

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#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using System.Diagnostics;
using OpenTK.Input;
using OpenTK.Platform;
namespace OpenTK
{
public class GameWindow : OpenTK.Platform.IGLControl, OpenTK.Platform.IGameWindow
{
private INativeWindow glWindow;
private ResizeEventArgs resizeEventArgs = new ResizeEventArgs();
#region --- Contructors ---
/// <summary>
/// Constructs a new GameWindow, using a safe DisplayMode.
/// </summary>
public GameWindow()
{
System.Diagnostics.Debug.Listeners.Clear();
System.Diagnostics.Debug.Listeners.Add(new TextWriterTraceListener(Console.Out));
System.Diagnostics.Debug.AutoFlush = true;
System.Diagnostics.Trace.Listeners.Clear();
System.Diagnostics.Trace.Listeners.Add(new TextWriterTraceListener(Console.Out));
System.Diagnostics.Trace.AutoFlush = true;
if (Environment.OSVersion.Platform == PlatformID.Win32NT ||
Environment.OSVersion.Platform == PlatformID.Win32Windows)
{
// Create a new Windows native window. We want to be notified when it's ready,
// in order to do some preparatory work.
glWindow = new OpenTK.Platform.Windows.WinGLNative();
}
else if (Environment.OSVersion.Platform == PlatformID.Unix ||
Environment.OSVersion.Platform == (PlatformID)128) // some older versions of Mono reported 128.
{
glWindow = new OpenTK.Platform.X11.X11GLNative();
}
else
{
throw new PlatformNotSupportedException(
"Your operating system is not currently supported. We are sorry for the inconvenience."
);
}
glWindow.Context.MakeCurrent();
// When the glWindow construction is complete, hook the resize events.
resizeEventArgs.Width = this.Width;
resizeEventArgs.Height = this.Height;
glWindow.Resize += new ResizeEvent(glWindow_Resize);
glWindow.Create += new CreateEvent(glWindow_Create);
}
void glWindow_Create(object sender, EventArgs e)
{
this.OnCreate(e);
}
void glWindow_Resize(object sender, ResizeEventArgs e)
{
this.OnResize(e);
}
#endregion
#region --- IGLControl Members ---
#region public bool IsIdle
public bool IsIdle
{
get { return glWindow.IsIdle; }
}
#endregion
#region public bool Fullscreen
public bool Fullscreen
{
get { return glWindow.Fullscreen; }
set { glWindow.Fullscreen = value; }
}
#endregion
#region public OpenTK.Platform.IGLContext Context
public OpenTK.Platform.IGLContext Context
{
get { return glWindow.Context; }
}
#endregion
#region public bool Quit
public bool Quit
{
get { return glWindow.Quit; }
set { glWindow.Quit = value; }
}
#endregion
#endregion
#region --- IGameWindow Members ---
/// <summary>
/// Runs a default game loop on the GameWindow.
/// </summary>
/// <remarks>
/// <para>
/// A default game loop consists of three parts: Event processing,
/// a frame update and a frame render.
/// </para>
/// <para>
/// Override this function if you want to change the behaviour of the
/// default game loop. If you override this function, you must place
/// a call to the ProcessEvents function, so that your window will respond
/// to Operating System events.
/// </para>
/// </remarks>
public virtual void Run()
{
while (!this.Quit)
{
this.ProcessEvents();
this.UpdateFrame();
this.RenderFrame();
}
}
public void ProcessEvents()
{
glWindow.ProcessEvents();
}
#region public event CreateEvent Create;
public event CreateEvent Create;
private void OnCreate(EventArgs e)
{
if (this.Create != null)
{
this.Create(this, e);
}
}
#endregion
public virtual void RenderFrame()
{
if (RenderFrameNotify != null)
RenderFrameNotify(EventArgs.Empty);
}
public virtual void UpdateFrame()
{
if (UpdateFrameNotify != null)
UpdateFrameNotify(EventArgs.Empty);
}
public event UpdateFrameEvent UpdateFrameNotify;
public event RenderFrameEvent RenderFrameNotify;
public IKeyboard Key
{
get { return glWindow.Key; }
}
#endregion
#region --- IResizable Members ---
#region public int Width, Height
public int Width
{
get { return glWindow.Width; }
set
{
if (value == this.Width)
{
return;
}
else if (value > 0)
{
glWindow.Width = value;
}
else
{
throw new ArgumentOutOfRangeException(
"Width",
value,
"Width must be greater than 0"
);
}
}
}
public int Height
{
get { return glWindow.Height; }
set
{
if (value == this.Height)
{
return;
}
else if (value > 0)
{
glWindow.Height = value;
}
else
{
throw new ArgumentOutOfRangeException(
"Height",
value,
"Height must be greater than 0"
);
}
}
}
#endregion
#region public event ResizeEvent Resize;
public event ResizeEvent Resize;
/// <summary>
/// Raises the Resize event.
/// </summary>
/// <param name="e">Contains the new Width and Height of the window.</param>
protected virtual void OnResize(ResizeEventArgs e)
{
if (this.Resize != null)
this.Resize(this, e);
}
#endregion
#endregion
#region --- IDisposable Members ---
public void Dispose()
{
glWindow.Dispose();
glWindow = null;
}
#endregion
}
}