Removed the InputDriver from the INativeGLWindow interface. It now resides lower, in the GameWindow class.

This commit is contained in:
the_fiddler 2007-10-19 20:00:45 +00:00
parent 1d5ec163c1
commit c8f6708acc
2 changed files with 2 additions and 20 deletions

View file

@ -29,8 +29,6 @@ namespace OpenTK.Platform
bool IsIdle { get; } bool IsIdle { get; }
IGLContext Context { get; } IGLContext Context { get; }
IInputDriver InputDriver { get; }
event CreateEvent Create; event CreateEvent Create;
event DestroyEvent Destroy; event DestroyEvent Destroy;
} }

View file

@ -29,7 +29,7 @@ namespace OpenTK.Platform.Windows
private WinGLContext glContext; private WinGLContext glContext;
private DisplayMode mode = new DisplayMode(); private DisplayMode mode = new DisplayMode();
private WinRawInput driver; //private WinRawInput driver;
private bool fullscreen; private bool fullscreen;
private bool disposed; private bool disposed;
@ -261,18 +261,6 @@ namespace OpenTK.Platform.Windows
#endregion #endregion
#region public IInputDriver InputDriver
public IInputDriver InputDriver
{
get
{
return driver;
}
}
#endregion
#region public IWindowInfo WindowInfo #region public IWindowInfo WindowInfo
public IWindowInfo WindowInfo public IWindowInfo WindowInfo
@ -352,18 +340,14 @@ namespace OpenTK.Platform.Windows
public void OnCreate(EventArgs e) public void OnCreate(EventArgs e)
{ {
this.window = new WindowInfo(this); this.window = new WindowInfo(this);
driver = new WinRawInput(this.window); //driver = new WinRawInput(this.window);
Debug.Print("Window created: {0}", window); Debug.Print("Window created: {0}", window);
try try
{ {
glContext = new WinGLContext(this.mode, this.WindowInfo); glContext = new WinGLContext(this.mode, this.WindowInfo);
//glContext.PrepareContext(this.Handle);
glContext.CreateContext(); glContext.CreateContext();
//glContext.MakeCurrent();
//GL.LoadAll();
//Glu.LoadAll();
} }
catch (ApplicationException expt) catch (ApplicationException expt)
{ {