#region License
//
// The Open Toolkit Library License
//
// Copyright (c) 2006 - 2013 Stefanos Apostolopoulos for 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.
//
#endregion
using System;
using System.Diagnostics;
using OpenTK.Graphics;
using OpenTK.Input;
namespace OpenTK.Platform.SDL2
{
class Sdl2Factory : IPlatformFactory
{
readonly Sdl2InputDriver InputDriver = new Sdl2InputDriver();
bool disposed;
///
/// Gets or sets a value indicating whether to use SDL2 fullscreen-desktop mode
/// for fullscreen windows. When true, then GameWindow instances will not change
/// DisplayDevice resolutions when going fullscreen. When false, fullscreen GameWindows
/// will change the device resolution to match their size.
///
/// >
/// This is a workaround for the lack of ChangeResolution support in SDL2.
/// When and if this changes upstream, we should remove this code.
///
public static bool UseFullscreenDesktop { get; set; }
public Sdl2Factory()
{
UseFullscreenDesktop = true;
}
#region IPlatformFactory implementation
public INativeWindow CreateNativeWindow(int x, int y, int width, int height, string title, GraphicsMode mode, GameWindowFlags options, DisplayDevice device)
{
return new Sdl2NativeWindow(x, y, width, height, title, options, device, InputDriver);
}
public IDisplayDeviceDriver CreateDisplayDeviceDriver()
{
return new Sdl2DisplayDeviceDriver();
}
virtual public IGraphicsContext CreateGLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
{
return new Sdl2GraphicsContext(mode, window, shareContext, major, minor, flags);
}
public IGraphicsContext CreateGLContext(ContextHandle handle, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
{
throw new NotImplementedException();
}
public GraphicsContext.GetCurrentContextDelegate CreateGetCurrentGraphicsContext()
{
return (GraphicsContext.GetCurrentContextDelegate)delegate
{
return Sdl2GraphicsContext.GetCurrentContext();
};
}
public IGraphicsMode CreateGraphicsMode()
{
return new Sdl2GraphicsMode();
}
public IKeyboardDriver2 CreateKeyboardDriver()
{
return InputDriver.KeyboardDriver;
}
public IMouseDriver2 CreateMouseDriver()
{
return InputDriver.MouseDriver;
}
public IGamePadDriver CreateGamePadDriver()
{
return InputDriver.GamePadDriver;
}
public IJoystickDriver2 CreateJoystickDriver()
{
return InputDriver.JoystickDriver;
}
#endregion
#region IDisposable Members
void Dispose(bool manual)
{
if (!disposed)
{
if (manual)
{
Debug.Print("Disposing {0}", GetType());
InputDriver.Dispose();
}
else
{
Debug.WriteLine("Sdl2Factory leaked, did you forget to call Dispose()?");
}
disposed = true;
}
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
~Sdl2Factory()
{
Dispose(false);
}
#endregion
}
}