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#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.
//
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#endregion
using System ;
using System.Collections.Generic ;
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using System.ComponentModel ;
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using System.Diagnostics ;
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using System.Drawing ;
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using System.Threading ;
using OpenTK.Graphics ;
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using OpenTK.Input ;
using OpenTK.Platform ;
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namespace OpenTK
{
/// <summary>
/// The GameWindow class contains cross-platform methods to create and render on an OpenGL
/// window, handle input and load resources.
/// </summary>
/// <remarks>
/// GameWindow contains several events you can hook or override to add your custom logic:
/// <list>
/// <item>
/// OnLoad: Occurs after creating the OpenGL context, but before entering the main loop.
/// Override to load resources.
/// </item>
/// <item>
/// OnUnload: Occurs after exiting the main loop, but before deleting the OpenGL context.
/// Override to unload resources.
/// </item>
/// <item>
/// OnResize: Occurs whenever GameWindow is resized. You should update the OpenGL Viewport
/// and Projection Matrix here.
/// </item>
/// <item>
/// OnUpdateFrame: Occurs at the specified logic update rate. Override to add your game
/// logic.
/// </item>
/// <item>
/// OnRenderFrame: Occurs at the specified frame render rate. Override to add your
/// rendering code.
/// </item>
/// </list>
/// Call the Run() method to start the application's main loop. Run(double, double) takes two
/// parameters that
/// specify the logic update rate, and the render update rate.
/// </remarks>
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public class GameWindow : NativeWindow , IGameWindow , IDisposable
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{
#region - - - Fields - - -
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object exit_lock = new object ( ) ;
IGraphicsContext glContext ;
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bool isExiting = false ;
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double update_period , render_period ;
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double target_update_period , target_render_period ;
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// TODO: Implement these:
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double update_time , render_time ;
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VSyncMode vsync ;
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Stopwatch update_watch = new Stopwatch ( ) , render_watch = new Stopwatch ( ) ;
double next_render = 0.0 , next_update = 0.0 ;
FrameEventArgs update_args = new FrameEventArgs ( ) ;
FrameEventArgs render_args = new FrameEventArgs ( ) ;
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#endregion
#region - - - Contructors - - -
#region public GameWindow ( )
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/// <summary>Constructs a new GameWindow with sensible default attributes.</summary>
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public GameWindow ( )
: this ( 640 , 480 , GraphicsMode . Default , "OpenTK Game Window" , 0 , DisplayDevice . Default ) { }
#endregion
#region public GameWindow ( int width , int height )
/// <summary>Constructs a new GameWindow with the specified attributes.</summary>
/// <param name="width">The width of the GameWindow in pixels.</param>
/// <param name="height">The height of the GameWindow in pixels.</param>
public GameWindow ( int width , int height )
: this ( width , height , GraphicsMode . Default , "OpenTK Game Window" , 0 , DisplayDevice . Default ) { }
#endregion
#region public GameWindow ( int width , int height , GraphicsMode mode )
/// <summary>Constructs a new GameWindow with the specified attributes.</summary>
/// <param name="width">The width of the GameWindow in pixels.</param>
/// <param name="height">The height of the GameWindow in pixels.</param>
/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param>
public GameWindow ( int width , int height , GraphicsMode mode )
: this ( width , height , mode , "OpenTK Game Window" , 0 , DisplayDevice . Default ) { }
#endregion
#region public GameWindow ( int width , int height , GraphicsMode mode , string title )
/// <summary>Constructs a new GameWindow with the specified attributes.</summary>
/// <param name="width">The width of the GameWindow in pixels.</param>
/// <param name="height">The height of the GameWindow in pixels.</param>
/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param>
/// <param name="title">The title of the GameWindow.</param>
public GameWindow ( int width , int height , GraphicsMode mode , string title )
: this ( width , height , mode , title , 0 , DisplayDevice . Default ) { }
#endregion
#region public GameWindow ( int width , int height , GraphicsMode mode , string title , GameWindowFlags options )
/// <summary>Constructs a new GameWindow with the specified attributes.</summary>
/// <param name="width">The width of the GameWindow in pixels.</param>
/// <param name="height">The height of the GameWindow in pixels.</param>
/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param>
/// <param name="title">The title of the GameWindow.</param>
/// <param name="options">GameWindow options regarding window appearance and behavior.</param>
public GameWindow ( int width , int height , GraphicsMode mode , string title , GameWindowFlags options )
: this ( width , height , mode , title , options , DisplayDevice . Default ) { }
#endregion
#region public GameWindow ( int width , int height , GraphicsMode mode , string title , GameWindowFlags options , DisplayDevice device )
/// <summary>Constructs a new GameWindow with the specified attributes.</summary>
/// <param name="width">The width of the GameWindow in pixels.</param>
/// <param name="height">The height of the GameWindow in pixels.</param>
/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param>
/// <param name="title">The title of the GameWindow.</param>
/// <param name="options">GameWindow options regarding window appearance and behavior.</param>
/// <param name="device">The OpenTK.Graphics.DisplayDevice to construct the GameWindow in.</param>
public GameWindow ( int width , int height , GraphicsMode mode , string title , GameWindowFlags options , DisplayDevice device )
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: this ( width , height , mode , title , options , device , 1 , 0 , GraphicsContextFlags . Default )
{ }
#endregion
#region public GameWindow ( int width , int height , GraphicsMode mode , string title , GameWindowFlags options , DisplayDevice device , int major , int minor , GraphicsContextFlags flags )
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/// <summary>Constructs a new GameWindow with the specified attributes.</summary>
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/// <param name="width">The width of the GameWindow in pixels.</param>
/// <param name="height">The height of the GameWindow in pixels.</param>
/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param>
/// <param name="title">The title of the GameWindow.</param>
/// <param name="options">GameWindow options regarding window appearance and behavior.</param>
/// <param name="device">The OpenTK.Graphics.DisplayDevice to construct the GameWindow in.</param>
/// <param name="major">The major version for the OpenGL GraphicsContext.</param>
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/// <param name="minor">The minor version for the OpenGL GraphicsContext.</param>
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/// <param name="flags">The GraphicsContextFlags version for the OpenGL GraphicsContext.</param>
public GameWindow ( int width , int height , GraphicsMode mode , string title , GameWindowFlags options , DisplayDevice device ,
int major , int minor , GraphicsContextFlags flags )
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: this ( width , height , mode , title , options , device , major , minor , flags , null )
{ }
#endregion
#region public GameWindow ( int width , int height , GraphicsMode mode , string title , GameWindowFlags options , DisplayDevice device , int major , int minor , GraphicsContextFlags flags , IGraphicsContext sharedContext )
/// <summary>Constructs a new GameWindow with the specified attributes.</summary>
/// <param name="width">The width of the GameWindow in pixels.</param>
/// <param name="height">The height of the GameWindow in pixels.</param>
/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param>
/// <param name="title">The title of the GameWindow.</param>
/// <param name="options">GameWindow options regarding window appearance and behavior.</param>
/// <param name="device">The OpenTK.Graphics.DisplayDevice to construct the GameWindow in.</param>
/// <param name="major">The major version for the OpenGL GraphicsContext.</param>
/// <param name="minor">The minor version for the OpenGL GraphicsContext.</param>
/// <param name="flags">The GraphicsContextFlags version for the OpenGL GraphicsContext.</param>
/// <param name="sharedContext">An IGraphicsContext to share resources with.</param>
public GameWindow ( int width , int height , GraphicsMode mode , string title , GameWindowFlags options , DisplayDevice device ,
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int major , int minor , GraphicsContextFlags flags , IGraphicsContext sharedContext )
: base ( width , height , title , options ,
mode = = null ? GraphicsMode . Default : mode ,
device = = null ? DisplayDevice . Default : device )
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{
try
{
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glContext = new GraphicsContext ( mode = = null ? GraphicsMode . Default : mode , WindowInfo , major , minor , flags ) ;
glContext . MakeCurrent ( WindowInfo ) ;
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( glContext as IGraphicsContextInternal ) . LoadAll ( ) ;
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VSync = VSyncMode . On ;
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//glWindow.WindowInfoChanged += delegate(object sender, EventArgs e) { OnWindowInfoChangedInternal(e); };
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}
catch ( Exception e )
{
Debug . Print ( e . ToString ( ) ) ;
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base . Dispose ( ) ;
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throw ;
}
}
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#endregion
#endregion
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#region - - - Public Members - - -
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#region Methods
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#region Dispose
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/// <summary>
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/// Disposes of the GameWindow, releasing all resources consumed by it.
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/// </summary>
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public override void Dispose ( )
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{
try
{
Dispose ( true ) ;
}
finally
{
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try
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{
if ( glContext ! = null )
{
glContext . Dispose ( ) ;
glContext = null ;
}
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}
finally
{
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base . Dispose ( ) ;
}
}
GC . SuppressFinalize ( this ) ;
}
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#endregion
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#region Exit
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/// <summary>
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/// Closes the GameWindow. Equivalent to <see cref="NativeWindow.Close"/> method.
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/// </summary>
/// <remarks>
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/// <para>Override if you are not using <see cref="GameWindow.Run()"/>.</para>
/// <para>If you override this method, place a call to base.Exit(), to ensure proper OpenTK shutdown.</para>
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/// </remarks>
public virtual void Exit ( )
{
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Close ( ) ;
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}
#endregion
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#region MakeCurrent
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/// <summary>
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/// Makes the GraphicsContext current on the calling thread.
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/// </summary>
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public void MakeCurrent ( )
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{
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EnsureUndisposed ( ) ;
Context . MakeCurrent ( WindowInfo ) ;
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}
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#endregion
#region OnClose
/// <summary>
/// Called when the NativeWindow is about to close.
/// </summary>
/// <param name="e">
/// The <see cref="System.ComponentModel.CancelEventArgs" /> for this event.
/// Set e.Cancel to true in order to stop the GameWindow from closing.</param>
protected override void OnClosing ( System . ComponentModel . CancelEventArgs e )
{
base . OnClosing ( e ) ;
if ( ! e . Cancel )
{
isExiting = true ;
OnUnloadInternal ( EventArgs . Empty ) ;
}
}
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#endregion
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#region OnLoad
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/// <summary>
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/// Called after an OpenGL context has been established, but before entering the main loop.
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/// </summary>
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/// <param name="e">Not used.</param>
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protected virtual void OnLoad ( EventArgs e )
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{
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if ( Load ! = null ) Load ( this , e ) ;
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}
#endregion
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#region OnUnload
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/// <summary>
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/// Called after GameWindow.Exit was called, but before destroying the OpenGL context.
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/// </summary>
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/// <param name="e">Not used.</param>
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protected virtual void OnUnload ( EventArgs e )
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{
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if ( Unload ! = null ) Unload ( this , e ) ;
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}
#endregion
#region public void Run ( )
/// <summary>
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/// Enters the game loop of the GameWindow using the maximum update rate.
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/// </summary>
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/// <seealso cref="Run(double)"/>
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public void Run ( )
{
Run ( 0.0 , 0.0 ) ;
}
#endregion
#region public void Run ( double updateFrequency )
/// <summary>
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/// Enters the game loop of the GameWindow using the specified update rate.
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/// maximum possible render frequency.
/// </summary>
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public void Run ( double updateRate )
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{
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Run ( updateRate , 0.0 ) ;
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}
#endregion
#region public void Run ( double updates_per_second , double frames_per_second )
/// <summary>
/// Enters the game loop of the GameWindow updating and rendering at the specified frequency.
/// </summary>
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/// <remarks>
/// When overriding the default game loop you should call ProcessEvents()
/// to ensure that your GameWindow responds to operating system events.
/// <para>
/// Once ProcessEvents() returns, it is time to call update and render the next frame.
/// </para>
/// </remarks>
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/// <param name="updates_per_second">The frequency of UpdateFrame events.</param>
/// <param name="frames_per_second">The frequency of RenderFrame events.</param>
public void Run ( double updates_per_second , double frames_per_second )
{
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EnsureUndisposed ( ) ;
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try
{
if ( updates_per_second < 0.0 | | updates_per_second > 200.0 )
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throw new ArgumentOutOfRangeException ( "updates_per_second" , updates_per_second ,
"Parameter should be inside the range [0.0, 200.0]" ) ;
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if ( frames_per_second < 0.0 | | frames_per_second > 200.0 )
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throw new ArgumentOutOfRangeException ( "frames_per_second" , frames_per_second ,
"Parameter should be inside the range [0.0, 200.0]" ) ;
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TargetUpdateFrequency = updates_per_second ;
TargetRenderFrequency = frames_per_second ;
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Visible = true ; // Make sure the GameWindow is visible.
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OnLoadInternal ( EventArgs . Empty ) ;
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// On some platforms, ProcessEvents() does not return while the user is resizing or moving
// the window. We can avoid this issue by raising UpdateFrame and RenderFrame events
// whenever we encounter a size or move event.
Move + = DispatchUpdateAndRenderFrame ;
Resize + = DispatchUpdateAndRenderFrame ;
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Debug . Print ( "Entering main loop." ) ;
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update_watch . Start ( ) ;
render_watch . Start ( ) ;
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while ( true )
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{
ProcessEvents ( ) ;
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if ( Exists & & ! IsExiting )
DispatchUpdateAndRenderFrame ( this , EventArgs . Empty ) ;
else
return ;
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}
}
finally
{
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Move - = DispatchUpdateAndRenderFrame ;
Resize - = DispatchUpdateAndRenderFrame ;
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if ( Exists )
{
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// TODO: Should similar behaviour be retained, possibly on native window level?
//while (this.Exists)
// ProcessEvents(false);
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}
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}
}
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void DispatchUpdateAndRenderFrame ( object sender , EventArgs e )
{
RaiseUpdateFrame ( update_watch , ref next_update , update_args ) ;
RaiseRenderFrame ( render_watch , ref next_render , render_args ) ;
}
void RaiseUpdateFrame ( Stopwatch update_watch , ref double next_update , FrameEventArgs update_args )
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{
int num_updates = 0 ;
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double total_update_time = 0 ;
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// Cap the maximum time drift to 1 second (e.g. when the process is suspended).
double time = update_watch . Elapsed . TotalSeconds ;
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if ( time < = 0 )
return ;
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if ( time > 1.0 )
time = 1.0 ;
// Raise UpdateFrame events until we catch up with our target update rate.
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while ( next_update - time < = 0 & & time > 0 )
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{
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next_update - = time ;
update_args . Time = time ;
OnUpdateFrameInternal ( update_args ) ;
time = update_time = update_watch . Elapsed . TotalSeconds - time ;
// Stopwatches are not accurate over long time periods.
// We accumulate the total elapsed time into the time variable
// while reseting the Stopwatch frequently.
update_watch . Reset ( ) ;
update_watch . Start ( ) ;
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// Don't schedule a new update more than 1 second in the future.
// Sometimes the hardware cannot keep up with updates
// (e.g. when the update rate is too high, or the UpdateFrame processing
// is too costly). This cap ensures we can catch up in a reasonable time
// once the load becomes lighter.
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next_update + = TargetUpdatePeriod ;
next_update = Math . Max ( next_update , - 1.0 ) ;
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total_update_time + = update_time ;
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// Allow up to 10 consecutive UpdateFrame events to prevent the
// application from "hanging" when the hardware cannot keep up
// with the requested update rate.
if ( + + num_updates > = 10 | | TargetUpdateFrequency = = 0.0 )
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break ;
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}
// Calculate statistics
if ( num_updates > 0 )
{
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update_period = total_update_time / ( double ) num_updates ;
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}
}
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void RaiseRenderFrame ( Stopwatch render_watch , ref double next_render , FrameEventArgs render_args )
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{
// Cap the maximum time drift to 1 second (e.g. when the process is suspended).
double time = render_watch . Elapsed . TotalSeconds ;
if ( time > 1.0 )
time = 1.0 ;
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if ( time < = 0 )
return ;
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double time_left = next_render - time ;
if ( time_left < = 0.0 )
{
// Schedule next render event. The 1 second cap ensures
// the process does not appear to hang.
next_render = time_left + TargetRenderPeriod ;
if ( next_render < - 1.0 )
next_render = - 1.0 ;
render_watch . Reset ( ) ;
render_watch . Start ( ) ;
if ( time > 0 )
{
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// Todo: revisit this code. Maybe check average framerate instead?
// Note: VSyncMode.Adaptive enables vsync by default. The code below
// is supposed to disable vsync if framerate becomes too low (half of target
// framerate in the current approach) and reenable once the framerate
// rises again.
// Note 2: calling Context.VSync = true repeatedly seems to cause jitter on
// some configurations. If possible, we should avoid repeated calls.
if ( VSync = = VSyncMode . Adaptive & & TargetRenderPeriod ! = 0 )
{
// Check if we have enough time for a vsync
if ( RenderTime > 2.0 * TargetRenderPeriod )
Context . VSync = false ;
else
Context . VSync = true ;
}
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render_period = render_args . Time = time ;
OnRenderFrameInternal ( render_args ) ;
render_time = render_watch . Elapsed . TotalSeconds ;
}
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}
}
#endregion
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#region SwapBuffers
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/// <summary>
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/// Swaps the front and back buffer, presenting the rendered scene to the user.
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/// </summary>
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public void SwapBuffers ( )
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{
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EnsureUndisposed ( ) ;
this . Context . SwapBuffers ( ) ;
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}
#endregion
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#endregion
#region Properties
#region Context
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/// <summary>
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/// Returns the opengl IGraphicsContext associated with the current GameWindow.
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/// </summary>
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public IGraphicsContext Context
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{
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get
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{
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EnsureUndisposed ( ) ;
return glContext ;
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}
}
#endregion
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#region IsExiting
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/// <summary>
/// Gets a value indicating whether the shutdown sequence has been initiated
/// for this window, by calling GameWindow.Exit() or hitting the 'close' button.
/// If this property is true, it is no longer safe to use any OpenTK.Input or
/// OpenTK.Graphics.OpenGL functions or properties.
/// </summary>
public bool IsExiting
{
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get
{
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EnsureUndisposed ( ) ;
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return isExiting ;
}
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}
#endregion
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#region Joysticks
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/// <summary>
/// Gets a readonly IList containing all available OpenTK.Input.JoystickDevices.
/// </summary>
public IList < JoystickDevice > Joysticks
{
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get { return InputDriver . Joysticks ; }
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}
#endregion
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#region Keyboard
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/// <summary>
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/// Gets the primary Keyboard device, or null if no Keyboard exists.
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/// </summary>
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public KeyboardDevice Keyboard
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{
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get { return InputDriver . Keyboard . Count > 0 ? InputDriver . Keyboard [ 0 ] : null ; }
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}
#endregion
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#region Mouse
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/// <summary>
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/// Gets the primary Mouse device, or null if no Mouse exists.
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/// </summary>
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public MouseDevice Mouse
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{
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get { return InputDriver . Mouse . Count > 0 ? InputDriver . Mouse [ 0 ] : null ; }
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}
#endregion
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#region - - - GameWindow Timing - - -
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// TODO: Disabled because it is not reliable enough. Use vsync as a workaround.
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//#region public bool AllowSleep
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//public bool AllowSleep
//{
// get { return allow_sleep; }
// set { allow_sleep = value; }
//}
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//#endregion
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#region RenderFrequency
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/// <summary>
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/// Gets a double representing the actual frequency of RenderFrame events, in hertz (i.e. fps or frames per second).
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/// </summary>
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public double RenderFrequency
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{
get
{
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EnsureUndisposed ( ) ;
if ( render_period = = 0.0 )
return 1.0 ;
return 1.0 / render_period ;
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}
}
#endregion
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#region RenderPeriod
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/// <summary>
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/// Gets a double representing the period of RenderFrame events, in seconds.
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/// </summary>
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public double RenderPeriod
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{
get
{
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EnsureUndisposed ( ) ;
return render_period ;
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}
}
#endregion
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#region RenderTime
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/// <summary>
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/// Gets a double representing the time spent in the RenderFrame function, in seconds.
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/// </summary>
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public double RenderTime
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{
get
{
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EnsureUndisposed ( ) ;
return render_time ;
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}
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protected set
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{
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EnsureUndisposed ( ) ;
render_time = value ;
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}
}
#endregion
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#region TargetRenderFrequency
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/// <summary>
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/// Gets or sets a double representing the target render frequency, in hertz.
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/// </summary>
/// <remarks>
/// <para>A value of 0.0 indicates that RenderFrame events are generated at the maximum possible frequency (i.e. only limited by the hardware's capabilities).</para>
/// <para>Values lower than 1.0Hz are clamped to 1.0Hz. Values higher than 200.0Hz are clamped to 200.0Hz.</para>
/// </remarks>
public double TargetRenderFrequency
{
get
{
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EnsureUndisposed ( ) ;
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if ( TargetRenderPeriod = = 0.0 )
return 0.0 ;
return 1.0 / TargetRenderPeriod ;
}
set
{
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EnsureUndisposed ( ) ;
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if ( value < 1.0 )
{
TargetRenderPeriod = 0.0 ;
}
else if ( value < = 200.0 )
{
TargetRenderPeriod = 1.0 / value ;
}
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else Debug . Print ( "Target render frequency clamped to 200.0Hz." ) ; // TODO: Where is it actually performed?
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}
}
#endregion
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#region TargetRenderPeriod
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/// <summary>
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/// Gets or sets a double representing the target render period, in seconds.
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/// </summary>
/// <remarks>
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/// <para>A value of 0.0 indicates that RenderFrame events are generated at the maximum possible frequency (i.e. only limited by the hardware's capabilities).</para>
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/// <para>Values lower than 0.005 seconds (200Hz) are clamped to 0.0. Values higher than 1.0 seconds (1Hz) are clamped to 1.0.</para>
/// </remarks>
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public double TargetRenderPeriod
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{
get
{
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EnsureUndisposed ( ) ;
return target_render_period ;
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}
set
{
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EnsureUndisposed ( ) ;
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if ( value < = 0.005 )
{
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target_render_period = 0.0 ;
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}
else if ( value < = 1.0 )
{
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target_render_period = value ;
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}
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else Debug . Print ( "Target render period clamped to 1.0 seconds." ) ;
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}
}
#endregion
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#region TargetUpdateFrequency
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/// <summary>
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/// Gets or sets a double representing the target update frequency, in hertz.
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/// </summary>
/// <remarks>
/// <para>A value of 0.0 indicates that UpdateFrame events are generated at the maximum possible frequency (i.e. only limited by the hardware's capabilities).</para>
/// <para>Values lower than 1.0Hz are clamped to 1.0Hz. Values higher than 200.0Hz are clamped to 200.0Hz.</para>
/// </remarks>
public double TargetUpdateFrequency
{
get
{
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EnsureUndisposed ( ) ;
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if ( TargetUpdatePeriod = = 0.0 )
return 0.0 ;
return 1.0 / TargetUpdatePeriod ;
}
set
{
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EnsureUndisposed ( ) ;
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if ( value < 1.0 )
{
TargetUpdatePeriod = 0.0 ;
}
else if ( value < = 200.0 )
{
TargetUpdatePeriod = 1.0 / value ;
}
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else Debug . Print ( "Target update frequency clamped to 200.0Hz." ) ; // TODO: Where is it actually performed?
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}
}
#endregion
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#region TargetUpdatePeriod
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/// <summary>
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/// Gets or sets a double representing the target update period, in seconds.
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/// </summary>
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/// <remarks>
/// <para>A value of 0.0 indicates that UpdateFrame events are generated at the maximum possible frequency (i.e. only limited by the hardware's capabilities).</para>
/// <para>Values lower than 0.005 seconds (200Hz) are clamped to 0.0. Values higher than 1.0 seconds (1Hz) are clamped to 1.0.</para>
/// </remarks>
public double TargetUpdatePeriod
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{
get
{
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EnsureUndisposed ( ) ;
return target_update_period ;
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}
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set
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{
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EnsureUndisposed ( ) ;
if ( value < = 0.005 )
{
target_update_period = 0.0 ;
}
else if ( value < = 1.0 )
{
target_update_period = value ;
}
else Debug . Print ( "Target update period clamped to 1.0 seconds." ) ; // TODO: Where is it actually performed?
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}
}
#endregion
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#region UpdateFrequency
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/// <summary>
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/// Gets a double representing the frequency of UpdateFrame events, in hertz.
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/// </summary>
public double UpdateFrequency
{
get
{
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EnsureUndisposed ( ) ;
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if ( update_period = = 0.0 )
return 1.0 ;
return 1.0 / update_period ;
}
}
#endregion
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#region UpdatePeriod
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/// <summary>
/// Gets a double representing the period of UpdateFrame events, in seconds.
/// </summary>
public double UpdatePeriod
{
get
{
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EnsureUndisposed ( ) ;
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return update_period ;
}
}
#endregion
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#region UpdateTime
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/// <summary>
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/// Gets a double representing the time spent in the UpdateFrame function, in seconds.
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/// </summary>
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public double UpdateTime
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{
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get
{
EnsureUndisposed ( ) ;
return update_time ;
}
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}
#endregion
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#endregion
#region VSync
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/// <summary>
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/// Gets or sets the VSyncMode.
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/// </summary>
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public VSyncMode VSync
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{
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get
{
EnsureUndisposed ( ) ;
GraphicsContext . Assert ( ) ;
return vsync ;
}
set
{
EnsureUndisposed ( ) ;
GraphicsContext . Assert ( ) ;
Context . VSync = ( vsync = value ) ! = VSyncMode . Off ;
}
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}
#endregion
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#region WindowState
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/// <summary>
/// Gets or states the state of the NativeWindow.
/// </summary>
public override WindowState WindowState
{
get
{
return base . WindowState ;
}
set
{
base . WindowState = value ;
Debug . Print ( "Updating Context after setting WindowState to {0}" , value ) ;
if ( Context ! = null )
Context . Update ( WindowInfo ) ;
}
}
#endregion
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#endregion
#region Events
/// <summary>
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/// Occurs before the window is displayed for the first time.
/// </summary>
public event EventHandler < EventArgs > Load ;
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/// <summary>
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/// Occurs when it is time to render a frame.
/// </summary>
public event EventHandler < FrameEventArgs > RenderFrame ;
/// <summary>
/// Occurs before the window is destroyed.
/// </summary>
public event EventHandler < EventArgs > Unload ;
/// <summary>
/// Occurs when it is time to update a frame.
/// </summary>
public event EventHandler < FrameEventArgs > UpdateFrame ;
#endregion
#endregion
#region - - - Protected Members - - -
#region Dispose
/// <summary>
/// Override to add custom cleanup logic.
/// </summary>
/// <param name="manual">True, if this method was called by the application; false if this was called by the finalizer thread.</param>
protected virtual void Dispose ( bool manual ) { }
#endregion
#region OnRenderFrame
/// <summary>
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/// Called when the frame is rendered.
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/// </summary>
/// <param name="e">Contains information necessary for frame rendering.</param>
/// <remarks>
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/// Subscribe to the <see cref="RenderFrame"/> event instead of overriding this method.
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/// </remarks>
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protected virtual void OnRenderFrame ( FrameEventArgs e )
{
if ( RenderFrame ! = null ) RenderFrame ( this , e ) ;
}
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#endregion
#region OnUpdateFrame
/// <summary>
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/// Called when the frame is updated.
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/// </summary>
/// <param name="e">Contains information necessary for frame updating.</param>
/// <remarks>
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/// Subscribe to the <see cref="UpdateFrame"/> event instead of overriding this method.
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/// </remarks>
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protected virtual void OnUpdateFrame ( FrameEventArgs e )
{
if ( UpdateFrame ! = null ) UpdateFrame ( this , e ) ;
}
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#endregion
#region OnWindowInfoChanged
/// <summary>
/// Called when the WindowInfo for this GameWindow has changed.
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/// </summary>
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/// <param name="e">Not used.</param>
protected virtual void OnWindowInfoChanged ( EventArgs e ) { }
#endregion
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#region OnResize
protected override void OnResize ( EventArgs e )
{
base . OnResize ( e ) ;
glContext . Update ( base . WindowInfo ) ;
}
#endregion
#endregion
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#region - - - Private Members - - -
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2009-11-09 06:51:52 +00:00
#region OnLoadInternal
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private void OnLoadInternal ( EventArgs e )
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{
OnResize ( EventArgs . Empty ) ;
OnLoad ( e ) ;
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}
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#endregion
#region OnRenderFrameInternal
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private void OnRenderFrameInternal ( FrameEventArgs e ) { if ( Exists & & ! isExiting ) OnRenderFrame ( e ) ; }
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#endregion
#region OnUnloadInternal
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private void OnUnloadInternal ( EventArgs e ) { OnUnload ( e ) ; }
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#endregion
#region OnUpdateFrameInternal
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private void OnUpdateFrameInternal ( FrameEventArgs e ) { if ( Exists & & ! isExiting ) OnUpdateFrame ( e ) ; }
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#endregion
#region OnWindowInfoChangedInternal
private void OnWindowInfoChangedInternal ( EventArgs e )
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{
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glContext . MakeCurrent ( WindowInfo ) ;
OnWindowInfoChanged ( e ) ;
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}
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#endregion
#endregion
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}
#region public enum VSyncMode
/// <summary>
/// Enumerates available VSync modes.
/// </summary>
public enum VSyncMode
{
/// <summary>
/// Vsync disabled.
/// </summary>
Off = 0 ,
/// <summary>
/// VSync enabled.
/// </summary>
On ,
/// <summary>
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/// VSync enabled, unless framerate falls below one half of target framerate.
/// If no target framerate is specified, this behaves exactly like <see cref="VSyncMode.On"/>.
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/// </summary>
Adaptive ,
}
#endregion
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}