Opentk/Source/Examples/Tutorial/T01_Simple_Window.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.Drawing;
using System.Diagnostics;
using OpenTK;
using OpenTK.OpenGL;
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using OpenTK.Fonts;
using OpenTK.OpenGL.Enums;
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using OpenTK.Input;
namespace Examples.Tutorial
{
/// <summary>
/// Demonstrates the GameWindow class.
/// </summary>
[Example("Simple Window", ExampleCategory.Tutorial, 1)]
public class T01_Simple_Window : GameWindow
{
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public T01_Simple_Window() : base()
{
Keyboard.KeyDown += new OpenTK.Input.KeyDownEvent(Keyboard_KeyDown);
}
#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.AltLeft] || sender[Key.AltRight]) && sender[Key.Enter])
this.Fullscreen = !this.Fullscreen;
if (sender[Key.Escape])
this.Exit();
}
#endregion
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#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.SteelBlue);
}
#endregion
#region OnResize
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/// <summary>
/// Respond to resize events here.
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/// </summary>
/// <param name="e">Contains information on the new GameWindow size.</param>
/// <remarks>There is no need to call the base implementation.</remarks>
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protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
{
GL.Viewport(0, 0, Width, Height);
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GL.MatrixMode(MatrixMode.Projection);
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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>
public override void OnUpdateFrame(UpdateFrameEventArgs e)
{
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// 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>
public override void OnRenderFrame(RenderFrameEventArgs e)
{
GL.Clear(ClearBufferMask.ColorBufferBit);
GL.Begin(BeginMode.Triangles);
GL.Color3(Color.LightSteelBlue);
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 (T01_Simple_Window example = new T01_Simple_Window())
{
// Get the title and category of this example using reflection.
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Utilities.SetWindowTitle(example);
example.Run(30.0, 0.0);
}
}
#endregion
}
}