mirror of
https://github.com/Ryujinx/Opentk.git
synced 2024-12-24 19:45:41 +00:00
Improved documentation. Split On*** event methods between On***Internal and On***, to protect user's from forgetting to call base.On*** (no need to call that now). Improved Resize event handling (goes through OnUpdateFrameInternal now, removes duplicate events).
This commit is contained in:
parent
dc9d6a6cc6
commit
6b3d358abd
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@ -16,27 +16,51 @@ using OpenTK.OpenGL;
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namespace OpenTK
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{
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/// <summary>
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/// The GameWindow class contains cross-platform methods to create and render on an OpenGL window, handle input and load resources.
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/// </summary>
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/// <remarks>
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/// GameWindow contains several events you can hook or override to add your custom logic:
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/// <list>
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/// <item>OnLoad: Occurs after creating the OpenGL context, but before entering the main loop. Override to load resources.</item>
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/// <item>OnResize: Occurs whenever GameWindow is resized. You should update the OpenGL Viewport and Projection Matrix here.</item>
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/// <item>OnUpdateFrame: Occurs at the specified logic update rate. Override to add your game logic.</item>
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/// <item>OnRenderFrame: Occurs at the specified frame render rate. Override to add your rendering code.</item>
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/// </list>
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/// Call the Run() method to start the application's main loop. Run(double, double) takes two parameters that
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/// specify the logic update rate, and the render update rate.
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/// </remarks>
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public class GameWindow : OpenTK.Platform.IGameWindow
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{
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#region --- Fields ---
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private INativeGLWindow glWindow;
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private ResizeEventArgs resizeEventArgs = new ResizeEventArgs();
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private DisplayMode mode;
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INativeGLWindow glWindow;
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DisplayMode mode;
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private InputDriver driver;
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ResizeEventArgs resizeEventArgs = new ResizeEventArgs();
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private bool isExiting;
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private bool disposed;
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bool isExiting;
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bool disposed;
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private double updateTime, renderTime, eventTime, frameTime;
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double updateTime, renderTime, eventTime, frameTime;
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int width, height;
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#endregion
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#region --- Internal Fields ---
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bool MustResize
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{
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get { return glWindow.Width != this.Width || glWindow.Height != this.Height; }
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}
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#endregion
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#region --- Contructors ---
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/// <summary>
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/// Constructs a new GameWindow, using a safe DisplayMode.
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/// Constructs a new GameWindow. Call CreateWindow() to open a render window.
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/// </summary>
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public GameWindow()
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{
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@ -58,11 +82,31 @@ namespace OpenTK
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throw new PlatformNotSupportedException("Your platform is not supported currently. Please, refer to http://opentk.sourceforge.net for more information.");
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}
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glWindow.Resize += new ResizeEvent(glWindow_Resize);
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glWindow.Create += new CreateEvent(glWindow_CreateInputDriver);
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//glWindow.Resize += new ResizeEvent(glWindow_Resize);
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glWindow.Destroy += new DestroyEvent(glWindow_Destroy);
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}
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/// <summary>
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/// Constructs a new GameWindow, and opens a render window with the specified DisplayMode.
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/// </summary>
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/// <param name="mode">The DisplayMode of the GameWindow.</param>
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public GameWindow(DisplayMode mode)
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: this()
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{
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CreateWindow(mode);
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}
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/// <summary>
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/// Constructs a new GameWindow with the specified title, and opens a render window with the specified DisplayMode.
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/// </summary>
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/// <param name="mode">The DisplayMode of the GameWindow.</param>
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/// <param name="title">The Title of the GameWindow.</param>
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public GameWindow(DisplayMode mode, string title)
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: this()
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{
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CreateWindow(mode, title);
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}
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void glWindow_Destroy(object sender, EventArgs e)
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{
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Debug.Print("GameWindow destruction imminent.");
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@ -72,38 +116,45 @@ namespace OpenTK
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//this.Dispose();
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}
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void glWindow_CreateInputDriver(object sender, EventArgs e)
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{
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//glWindow.Context.MakeCurrent();
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if (driver == null)
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driver = new InputDriver(this.WindowInfo);
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glWindow.Create -= glWindow_CreateInputDriver;
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this.OnCreate(e);
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}
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void glWindow_Resize(object sender, ResizeEventArgs e)
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{
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this.OnResize(e);
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this.OnResizeInternal(e);
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}
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#endregion
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#region --- Internal Properties ---
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#region --- Functions ---
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#region public IList<OpenTK.Input.IInputDevice> Input
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#region public void CreateWindow(DisplayMode mode, string title)
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internal InputDriver InputDriver
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/// <summary>
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/// Creates a render window for the calling GameWindow, with the specified DisplayMode and Title.
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/// </summary>
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/// <param name="mode">The DisplayMode of the render window.</param>
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/// <param name="title">The Title of the render window.</param>
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/// <remarks>
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/// It is an error to call this function when a render window already exists.
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/// <para>Call DestroyWindow to close the render window.</para>
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/// </remarks>
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/// <exception cref="ApplicationException">Occurs when a render window already exists.</exception>
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public void CreateWindow(DisplayMode mode, string title)
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{
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get
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if (!Exists)
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{
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if (driver == null && !this.IsExiting)
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try
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{
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Debug.WriteLine("WARNING: Accessed null InputDriver - creating new. This may indicate a prorgamming error.");
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driver = new InputDriver(this.WindowInfo);
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glWindow.CreateWindow(mode);
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this.Title = title;
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}
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return driver;
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catch (ApplicationException expt)
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{
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Debug.Print(expt.ToString());
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throw;
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}
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}
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else
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{
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throw new ApplicationException("A render window already exists for this GameWindow.");
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}
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}
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@ -178,7 +229,7 @@ namespace OpenTK
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#region public bool Exists
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/// <summary>
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/// Gets a value indicating whether a render window has been exists.
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/// Gets a value indicating whether a render window exists.
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/// </summary>
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public bool Exists
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{
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@ -187,6 +238,44 @@ namespace OpenTK
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#endregion
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#region public string Text
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/// <summary>
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/// Gets or sets the GameWindow title.
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/// </summary>
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public string Title
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{
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get
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{
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return glWindow.Title;
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}
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set
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{
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glWindow.Title = value;
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}
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}
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#endregion
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#region public bool Visible
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/// <summary>
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/// Gets or sets a value indicating whether the GameWindow is visible.
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/// </summary>
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public bool Visible
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{
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get
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{
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return glWindow.Visible;
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}
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set
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{
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glWindow.Visible = value;
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}
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}
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#endregion
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#region public IWindowInfo WindowInfo
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public IWindowInfo WindowInfo
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@ -196,13 +285,31 @@ namespace OpenTK
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#endregion
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#region public IInputDriver InputDriver
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/// <summary>
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/// Gets an interface to the InputDriver used to obtain Keyboard, Mouse and Joystick input.
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/// </summary>
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public IInputDriver InputDriver
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{
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get
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{
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return glWindow.InputDriver;
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}
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}
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#endregion
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#region public void CreateWindow(DisplayMode mode)
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/// <summary>
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/// Creates a new render window. The Create event is raised after the window creation
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/// is complete, to allow resource initalisation.
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/// Creates a render window for the calling GameWindow.
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/// </summary>
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/// <param name="mode">The DisplayMode of the render window.</param>
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/// <remarks>
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/// It is an error to call this function when a render window already exists.
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/// <para>Call DestroyWindow to close the render window.</para>
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/// </remarks>
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/// <exception cref="ApplicationException">Occurs when a render window already exists.</exception>
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public void CreateWindow(DisplayMode mode)
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{
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@ -217,11 +324,10 @@ namespace OpenTK
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Debug.Print(expt.ToString());
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throw;
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}
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//OpenTK.OpenGL.GL.LoadAll();
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}
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else
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{
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throw new ApplicationException("A render window already exists");
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throw new ApplicationException("A render window already exists for this GameWindow.");
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}
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}
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public virtual void Run(double updateFrequency, double renderFrequency)
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{
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this.OnLoad(EventArgs.Empty);
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resizeEventArgs.Width = this.Width;
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resizeEventArgs.Height = this.Height;
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this.OnResize(resizeEventArgs);
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Debug.Print("Entering main loop");
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//resizeEventArgs.Width = this.Width;
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//resizeEventArgs.Height = this.Height;
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//this.OnResize(resizeEventArgs);
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Stopwatch watch = new Stopwatch();
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UpdateFrameEventArgs updateArgs = new UpdateFrameEventArgs();
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RenderFrameEventArgs renderArgs = new RenderFrameEventArgs();
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while (next_update <= 0.0)
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{
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updateArgs.Time += watch.Elapsed.TotalSeconds;
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this.OnUpdateFrame(updateArgs);
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this.OnUpdateFrameInternal(updateArgs);
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if (update_target == 0.0)
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break;
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next_update += update_target;
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if (next_render <= 0.0)
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{
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renderArgs.Time += time;
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this.OnRenderFrame(renderArgs);
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this.OnRenderFrameInternal(renderArgs);
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next_render += render_target;
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}
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renderTime = watch.Elapsed.TotalSeconds - time;
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/// </remarks>
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public void ProcessEvents()
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{
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if (driver != null)
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driver.Poll();
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if (!isExiting)
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InputDriver.Poll();
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glWindow.ProcessEvents();
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}
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#endregion
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#region public virtual void OnRenderFrame(RenderFrameEventArgs e)
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#region OnRenderFrame(RenderFrameEventArgs e)
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/// <summary>
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/// Raises the RenderFrame event. Override in derived classes to render a frame.
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/// Raises the RenderFrame event, and calls the public function.
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/// </summary>
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/// <remarks>
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/// If overriden, the base.OnRenderFrame() function should be called, to ensure
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/// listeners are notified of RenderFrame events.
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/// </remarks>
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public virtual void OnRenderFrame(RenderFrameEventArgs e)
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/// <param name="e"></param>
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private void OnRenderFrameInternal(RenderFrameEventArgs e)
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{
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if (!this.Exists && !this.IsExiting)
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{
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}
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if (RenderFrame != null)
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RenderFrame(this, e);
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// Call the user's override.
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OnRenderFrame(e);
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}
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/// <summary>
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/// Override in derived classes to render a frame.
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/// </summary>
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/// <param name="e">Contains information necessary for frame rendering.</param>
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/// <remarks>
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/// The base implementation (base.OnRenderFrame) is empty, there is no need to call it.
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/// </remarks>
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public virtual void OnRenderFrame(RenderFrameEventArgs e)
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{
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}
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/// <summary>
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#endregion
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#region public virtual void OnUpdateFrame(UpdateFrameEventArgs e)
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#region OnUpdateFrame(UpdateFrameEventArgs e)
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/// <summary>
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/// Raises the UpdateFrame event. Override in derived classes to update a frame.
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/// </summary>
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/// <remarks>
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/// If overriden, the base.OnUpdateFrame() function should be called, to ensure
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/// listeners are notified of UpdateFrame events.
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/// </remarks>
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public virtual void OnUpdateFrame(UpdateFrameEventArgs e)
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private void OnUpdateFrameInternal(UpdateFrameEventArgs e)
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{
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if (!this.Exists && !this.IsExiting)
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{
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mode = new DisplayMode(640, 480);
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this.CreateWindow(mode);
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}
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if (MustResize)
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{
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resizeEventArgs.Width = glWindow.Width;
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resizeEventArgs.Height = glWindow.Height;
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OnResizeInternal(resizeEventArgs);
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}
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if (UpdateFrame != null)
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{
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UpdateFrame(this, e);
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}
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OnUpdateFrame(e);
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}
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/// <summary>
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/// Override in derived classes to update a frame.
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/// </summary>
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/// <param name="e">Contains information necessary for frame updating.</param>
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/// <remarks>
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/// The base implementation (base.OnUpdateFrame) is empty, there is no need to call it.
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/// </remarks>
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public virtual void OnUpdateFrame(UpdateFrameEventArgs e)
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{
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}
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/// <summary>
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#endregion
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#region public virtual void OnLoad(EventArgs e)
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#region OnLoad(EventArgs e)
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/// <summary>
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/// Raises the Load event. Override to load resources that should
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/// be maintained for the lifetime of the application.
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/// Occurs after establishing an OpenGL context, but before entering the main loop.
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/// </summary>
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public virtual void OnLoad(EventArgs e)
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public event LoadEvent Load;
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/// <summary>
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/// Raises the Load event, and calls the user's OnLoad override.
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/// </summary>
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/// <param name="e"></param>
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private void OnLoadInternal(EventArgs e)
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{
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Debug.Print("Firing GameWindow.Load event.");
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if (this.Load != null)
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{
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this.Load(this, e);
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}
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OnLoad(e);
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}
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/// <summary>
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/// Occurs after the GameWindow has been created, but before
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/// entering the main loop.
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/// Occurs after establishing an OpenGL context, but before entering the main loop.
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/// Override to load resources that should be maintained for the lifetime of the application.
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/// </summary>
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public event LoadEvent Load;
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/// <param name="e">Not used.</param>
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public virtual void OnLoad(EventArgs e)
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{
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}
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#endregion
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@ -550,16 +693,37 @@ namespace OpenTK
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#endregion
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#region public IList<Keyboard> Keyboard
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#region public Keyboard Keyboard
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/// <summary>
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/// Gets the list of available Keyboard devices.
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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 IList<Keyboard> Keyboard
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public KeyboardDevice Keyboard
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{
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get
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{
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return InputDriver.Keyboard;
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if (InputDriver.Keyboard.Count > 0)
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return InputDriver.Keyboard[0];
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else
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return null;
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}
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}
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#endregion
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#region public Mouse 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
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{
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if (InputDriver.Mouse.Count > 0)
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return InputDriver.Mouse[0];
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else
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return null;
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}
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}
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@ -576,7 +740,7 @@ namespace OpenTK
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/// </summary>
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public int Width
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{
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get { return glWindow.Width; }
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get { return width; }
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set
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{
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if (value == this.Width)
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@ -603,7 +767,7 @@ namespace OpenTK
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/// </summary>
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public int Height
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{
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get { return glWindow.Height; }
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get { return height; }
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set
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{
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if (value == this.Height)
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|
@ -629,17 +793,34 @@ namespace OpenTK
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#region public event ResizeEvent Resize;
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/// <summary>
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/// Occurs when the GameWindow is resized. Derived classes should override the OnResize method for better performance.
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/// </summary>
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public event ResizeEvent Resize;
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/// <summary>
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/// Raises the Resize event.
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/// </summary>
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/// <param name="e">Contains the new Width and Height of the window.</param>
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protected virtual void OnResize(ResizeEventArgs e)
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/// <param name="e">Contains information about the Resize event.</param>
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private void OnResizeInternal(ResizeEventArgs e)
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{
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Debug.Print("Firing GameWindow.Resize event: {0}.", e.ToString());
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this.width = e.Width;
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this.height = e.Height;
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if (this.Resize != null)
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this.Resize(this, e);
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OnResize(e);
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}
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/// <summary>
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/// Override in derived classes to respond to the Resize events.
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/// </summary>
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||||
/// <param name="e">Contains information about the Resize event.</param>
|
||||
protected virtual void OnResize(ResizeEventArgs e)
|
||||
{
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -698,12 +879,6 @@ namespace OpenTK
|
|||
|
||||
if (manual)
|
||||
{
|
||||
if (driver != null)
|
||||
{
|
||||
driver.Dispose();
|
||||
driver = null;
|
||||
}
|
||||
|
||||
if (glWindow != null)
|
||||
{
|
||||
glWindow.Dispose();
|
||||
|
|
Loading…
Reference in a new issue