#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.Diagnostics;
using OpenTK.Platform;
using OpenTK.Input;
using System.Threading;
using OpenTK.OpenGL;
namespace OpenTK
{
///
/// The GameWindow class contains cross-platform methods to create and render on an OpenGL window, handle input and load resources.
///
///
/// GameWindow contains several events you can hook or override to add your custom logic:
///
/// - OnLoad: Occurs after creating the OpenGL context, but before entering the main loop. Override to load resources.
/// - OnResize: Occurs whenever GameWindow is resized. You should update the OpenGL Viewport and Projection Matrix here.
/// - OnUpdateFrame: Occurs at the specified logic update rate. Override to add your game logic.
/// - OnRenderFrame: Occurs at the specified frame render rate. Override to add your rendering code.
///
/// 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.
///
public class GameWindow : OpenTK.Platform.IGameWindow
{
#region --- Fields ---
INativeGLWindow glWindow;
DisplayMode mode;
ResizeEventArgs resizeEventArgs = new ResizeEventArgs();
bool isExiting;
bool disposed;
double updateTime, renderTime, eventTime, frameTime;
int width, height;
#endregion
#region --- Internal Fields ---
bool MustResize
{
get { return glWindow.Width != this.Width || glWindow.Height != this.Height; }
}
#endregion
#region --- Contructors ---
///
/// Constructs a new GameWindow. Call CreateWindow() to open a render window.
///
public GameWindow()
{
switch (Environment.OSVersion.Platform)
{
case PlatformID.Win32NT:
case PlatformID.Win32S:
case PlatformID.Win32Windows:
case PlatformID.WinCE:
glWindow = new OpenTK.Platform.Windows.WinGLNative();
break;
case PlatformID.Unix:
case (PlatformID)128:
glWindow = new OpenTK.Platform.X11.X11GLNative();
break;
default:
throw new PlatformNotSupportedException("Your platform is not supported currently. Please, refer to http://opentk.sourceforge.net for more information.");
}
//glWindow.Resize += new ResizeEvent(glWindow_Resize);
glWindow.Destroy += new DestroyEvent(glWindow_Destroy);
}
///
/// Constructs a new GameWindow, and opens a render window with the specified DisplayMode.
///
/// The DisplayMode of the GameWindow.
public GameWindow(DisplayMode mode)
: this()
{
CreateWindow(mode);
}
///
/// Constructs a new GameWindow with the specified title, and opens a render window with the specified DisplayMode.
///
/// The DisplayMode of the GameWindow.
/// The Title of the GameWindow.
public GameWindow(DisplayMode mode, string title)
: this()
{
CreateWindow(mode, title);
}
void glWindow_Destroy(object sender, EventArgs e)
{
Debug.Print("GameWindow destruction imminent.");
this.isExiting = true;
this.OnDestroy(EventArgs.Empty);
glWindow.Destroy -= glWindow_Destroy;
//this.Dispose();
}
void glWindow_Resize(object sender, ResizeEventArgs e)
{
this.OnResizeInternal(e);
}
#endregion
#region --- Functions ---
#region public void CreateWindow(DisplayMode mode, string title)
///
/// Creates a render window for the calling GameWindow, with the specified DisplayMode and Title.
///
/// The DisplayMode of the render window.
/// The Title of the render window.
///
/// It is an error to call this function when a render window already exists.
/// Call DestroyWindow to close the render window.
///
/// Occurs when a render window already exists.
public void CreateWindow(DisplayMode mode, string title)
{
if (!Exists)
{
try
{
glWindow.CreateWindow(mode);
this.Title = title;
}
catch (ApplicationException expt)
{
Debug.Print(expt.ToString());
throw;
}
}
else
{
throw new ApplicationException("A render window already exists for this GameWindow.");
}
}
#endregion
#endregion
#region --- INativeGLWindow Members ---
#region public void Exit()
///
/// Gracefully exits the current GameWindow.
/// Override if you want to provide yor own exit sequence.
/// If you override this method, place a call to base.Exit(), to ensure
/// proper OpenTK shutdown.
///
public virtual void Exit()
{
isExiting = true;
//glWindow.Exit();
//this.Dispose();
}
#endregion
#region public bool IsIdle
///
/// Gets a value indicating whether the current GameWindow is idle.
/// If true, the OnUpdateFrame and OnRenderFrame functions should be called.
///
public bool IsIdle
{
get { return glWindow.IsIdle; }
}
#endregion
#region public bool Fullscreen
public bool Fullscreen
{
get { return glWindow.Fullscreen; }
set { glWindow.Fullscreen = value; }
}
#endregion
#region public IGLContext Context
///
/// Returns the opengl IGLontext associated with the current GameWindow.
/// Forces window creation.
///
public IGLContext Context
{
get
{
if (!this.Exists && !this.IsExiting)
{
Debug.WriteLine("WARNING: OpenGL Context accessed before creating a render window. This may indicate a programming error. Force-creating a render window.");
mode = new DisplayMode(640, 480);
this.CreateWindow(mode);
}
return glWindow.Context;
}
}
#endregion
#region public bool Exists
///
/// Gets a value indicating whether a render window exists.
///
public bool Exists
{
get { return glWindow == null ? false : glWindow.Exists; }
}
#endregion
#region public string Text
///
/// Gets or sets the GameWindow title.
///
public string Title
{
get
{
return glWindow.Title;
}
set
{
glWindow.Title = value;
}
}
#endregion
#region public bool Visible
///
/// Gets or sets a value indicating whether the GameWindow is visible.
///
public bool Visible
{
get
{
return glWindow.Visible;
}
set
{
glWindow.Visible = value;
}
}
#endregion
#region public IWindowInfo WindowInfo
public IWindowInfo WindowInfo
{
get { return glWindow.WindowInfo; }
}
#endregion
#region public IInputDriver InputDriver
///
/// Gets an interface to the InputDriver used to obtain Keyboard, Mouse and Joystick input.
///
public IInputDriver InputDriver
{
get
{
return glWindow.InputDriver;
}
}
#endregion
#region public void CreateWindow(DisplayMode mode)
///
/// Creates a render window for the calling GameWindow.
///
/// The DisplayMode of the render window.
///
/// It is an error to call this function when a render window already exists.
/// Call DestroyWindow to close the render window.
///
/// Occurs when a render window already exists.
public void CreateWindow(DisplayMode mode)
{
if (!Exists)
{
try
{
glWindow.CreateWindow(mode);
}
catch (ApplicationException expt)
{
Debug.Print(expt.ToString());
throw;
}
}
else
{
throw new ApplicationException("A render window already exists for this GameWindow.");
}
}
#endregion
#region OnCreate
[Obsolete("The Create event is obsolete and will be removed on later versions. Use the Load event instead.")]
public event CreateEvent Create;
///
/// Raises the Create event. Override in derived classes to initialize resources.
///
///
[Obsolete("The OnCreate method is obsolete and will be removed on later versions. Use the OnLoad method instead.")]
public virtual void OnCreate(EventArgs e)
{
Debug.WriteLine("Firing GameWindow.Create event");
if (this.Create != null)
{
this.Create(this, e);
}
}
#endregion
#region public void DestroyWindow()
///
/// Destroys the GameWindow. The Destroy event is raised before destruction commences
/// (while the opengl context still exists), to allow resource cleanup.
///
public void DestroyWindow()
{
if (Exists)
{
glWindow.DestroyWindow();
}
else
{
throw new ApplicationException("Tried to destroy inexistent window.");
}
}
#endregion
#region OnDestroy
///
/// Raises the Destroy event. Override in derived classes, to modify the shutdown
/// sequence (e.g. to release resources before shutdown).
///
///
public virtual void OnDestroy(EventArgs e)
{
Debug.WriteLine("Firing GameWindow.Destroy event");
if (this.Destroy != null)
{
this.Destroy(this, e);
}
}
public event DestroyEvent Destroy;
#endregion
#endregion
#region --- IGameWindow Members ---
#region public virtual void Run()
///
/// Enters the game loop of GameWindow, updating and rendering at the maximum possible frequency.
///
///
public void Run()
{
Run(0.0, 0.0);
}
///
/// Runs the default game loop on GameWindow at the specified update frequency, maintaining the
/// maximum possible render frequency.
///
///
public void Run(double updateFrequency)
{
Run(updateFrequency, 0.0);
}
///
/// Runs the default game loop on GameWindow at the specified update and render frequency.
///
/// If greater than zero, indicates how many times UpdateFrame will be called per second. If less than or equal to zero, UpdateFrame is raised at maximum possible frequency.
/// If greater than zero, indicates how many times RenderFrame will be called per second. If less than or equal to zero, RenderFrame is raised at maximum possible frequency.
///
///
/// A default game loop consists of three parts: Event processing, frame updating and a frame rendering.
/// This function will try to maintain the requested updateFrequency at all costs, dropping the renderFrequency if
/// there is not enough CPU time.
///
///
/// It is recommended that you specify a target for update- and renderFrequency.
/// Doing so, will yield unused CPU time to other processes, dropping power consumption
/// and maximizing batter life. If either frequency is left unspecified, the GameWindow
/// will consume all available CPU time (only useful for benchmarks and stress tests).
///
///
/// Override this function if you want to change the behaviour of the
/// default game loop. If you override this function, you must place
/// a call to the ProcessEvents function, to ensure window will respond
/// to Operating System events.
///
///
public virtual void Run(double updateFrequency, double renderFrequency)
{
this.OnLoad(EventArgs.Empty);
Debug.Print("Entering main loop");
//resizeEventArgs.Width = this.Width;
//resizeEventArgs.Height = this.Height;
//this.OnResize(resizeEventArgs);
Stopwatch watch = new Stopwatch();
UpdateFrameEventArgs updateArgs = new UpdateFrameEventArgs();
RenderFrameEventArgs renderArgs = new RenderFrameEventArgs();
double update_target = 0.0, render_target = 0.0, next_update = 0.0, next_render = 0.0;
double time, total_time;
if (updateFrequency > 0.0)
{
next_update = update_target = 1.0 / updateFrequency;
}
if (renderFrequency > 0.0)
{
next_render = render_target = 1.0 / renderFrequency;
}
while (this.Exists && !IsExiting)
{
total_time = frameTime = watch.Elapsed.TotalSeconds;
if (total_time > 0.1)
total_time = 0.1;
updateArgs.Time = renderArgs.Time = total_time;
watch.Reset();
watch.Start();
time = watch.Elapsed.TotalSeconds;
this.ProcessEvents();
eventTime = watch.Elapsed.TotalSeconds - time;
if (!IsExiting)
{
time = watch.Elapsed.TotalSeconds;
next_update -= (total_time + time);
while (next_update <= 0.0)
{
updateArgs.Time += watch.Elapsed.TotalSeconds;
this.OnUpdateFrameInternal(updateArgs);
if (update_target == 0.0)
break;
next_update += update_target;
}
updateTime = watch.Elapsed.TotalSeconds - time;
time = watch.Elapsed.TotalSeconds;
next_render -= (total_time + time);
if (next_render <= 0.0)
{
renderArgs.Time += time;
this.OnRenderFrameInternal(renderArgs);
next_render += render_target;
}
renderTime = watch.Elapsed.TotalSeconds - time;
if (renderTime < render_target && updateTime < update_target)
{
Thread.Sleep((int)(1000.0 * System.Math.Min(
render_target - renderTime, update_target - updateTime)));
}
}
}
if (this.Exists)
{
glWindow.DestroyWindow();
while (this.Exists)
{
this.ProcessEvents();
}
}
}
#endregion
#region public void ProcessEvents()
///
/// Processes operating system events until the GameWindow becomes idle.
///
///
/// When overriding the default GameWindow game loop (provided by the Run() function)
/// you should call ProcessEvents() to ensure that your GameWindow responds to
/// operating system events.
///
/// Once ProcessEvents() returns, it is time to call update and render the next frame.
///
///
public void ProcessEvents()
{
if (!isExiting)
InputDriver.Poll();
glWindow.ProcessEvents();
}
#endregion
#region OnRenderFrame(RenderFrameEventArgs e)
///
/// Raises the RenderFrame event, and calls the public function.
///
///
private void OnRenderFrameInternal(RenderFrameEventArgs e)
{
if (!this.Exists && !this.IsExiting)
{
Debug.Print("WARNING: RenderFrame event raised, without a valid render window. This may indicate a programming error. Creating render window.");
mode = new DisplayMode(640, 480);
this.CreateWindow(mode);
}
if (RenderFrame != null)
RenderFrame(this, e);
// Call the user's override.
OnRenderFrame(e);
}
///
/// Override in derived classes to render a frame.
///
/// Contains information necessary for frame rendering.
///
/// The base implementation (base.OnRenderFrame) is empty, there is no need to call it.
///
public virtual void OnRenderFrame(RenderFrameEventArgs e)
{
}
///
/// Occurs when it is time to render the next frame.
///
public event RenderFrameEvent RenderFrame;
#endregion
#region OnUpdateFrame(UpdateFrameEventArgs e)
private void OnUpdateFrameInternal(UpdateFrameEventArgs e)
{
if (!this.Exists && !this.IsExiting)
{
Debug.Print("WARNING: UpdateFrame event raised, without a valid render window. This may indicate a programming error. Creating render window.");
mode = new DisplayMode(640, 480);
this.CreateWindow(mode);
}
if (MustResize)
{
resizeEventArgs.Width = glWindow.Width;
resizeEventArgs.Height = glWindow.Height;
OnResizeInternal(resizeEventArgs);
}
if (UpdateFrame != null)
{
UpdateFrame(this, e);
}
OnUpdateFrame(e);
}
///
/// Override in derived classes to update a frame.
///
/// Contains information necessary for frame updating.
///
/// The base implementation (base.OnUpdateFrame) is empty, there is no need to call it.
///
public virtual void OnUpdateFrame(UpdateFrameEventArgs e)
{
}
///
/// Occurs when it is time to update the next frame.
///
public event UpdateFrameEvent UpdateFrame;
#endregion
#region OnLoad(EventArgs e)
///
/// Occurs after establishing an OpenGL context, but before entering the main loop.
///
public event LoadEvent Load;
///
/// Raises the Load event, and calls the user's OnLoad override.
///
///
private void OnLoadInternal(EventArgs e)
{
if (this.Load != null)
{
this.Load(this, e);
}
OnLoad(e);
}
///
/// Occurs after establishing an OpenGL context, but before entering the main loop.
/// Override to load resources that should be maintained for the lifetime of the application.
///
/// Not used.
public virtual void OnLoad(EventArgs e)
{
}
#endregion
#region public void SwapBuffers()
///
/// Swaps the front and back buffer, presenting the rendered scene to the user.
/// Only useful in double- or triple-buffered formats.
///
/// Calling this function is equivalent to calling Context.SwapBuffers()
public void SwapBuffers()
{
Context.SwapBuffers();
}
#endregion
#region public bool IsExiting
///
/// 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.OpenGL functions or properties.
///
public bool IsExiting
{
get { return isExiting; }
}
#endregion
#region public Keyboard Keyboard
///
/// Gets the primary Keyboard device, or null if no Keyboard exists.
///
public KeyboardDevice Keyboard
{
get
{
if (InputDriver.Keyboard.Count > 0)
return InputDriver.Keyboard[0];
else
return null;
}
}
#endregion
#region public Mouse Mouse
///
/// Gets the primary Mouse device, or null if no Mouse exists.
///
public MouseDevice Mouse
{
get
{
if (InputDriver.Mouse.Count > 0)
return InputDriver.Mouse[0];
else
return null;
}
}
#endregion
#endregion
#region --- IResizable Members ---
#region public int Width, Height
///
/// Gets or sets the Width of the GameWindow's rendering area, in pixels.
///
public int Width
{
get { return width; }
set
{
if (value == this.Width)
{
return;
}
else if (value > 0)
{
glWindow.Width = value;
}
else
{
throw new ArgumentOutOfRangeException(
"Width",
value,
"Width must be greater than 0"
);
}
}
}
///
/// Gets or sets the Height of the GameWindow's rendering area, in pixels.
///
public int Height
{
get { return height; }
set
{
if (value == this.Height)
{
return;
}
else if (value > 0)
{
glWindow.Height = value;
}
else
{
throw new ArgumentOutOfRangeException(
"Height",
value,
"Height must be greater than 0"
);
}
}
}
#endregion
#region public event ResizeEvent Resize;
///
/// Occurs when the GameWindow is resized. Derived classes should override the OnResize method for better performance.
///
public event ResizeEvent Resize;
///
/// Raises the Resize event.
///
/// Contains information about the Resize event.
private void OnResizeInternal(ResizeEventArgs e)
{
Debug.Print("Firing GameWindow.Resize event: {0}.", e.ToString());
this.width = e.Width;
this.height = e.Height;
if (this.Resize != null)
this.Resize(this, e);
OnResize(e);
}
///
/// Override in derived classes to respond to the Resize events.
///
/// Contains information about the Resize event.
protected virtual void OnResize(ResizeEventArgs e)
{
}
#endregion
/*
///
/// Gets the Top coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
///
public int Top
{
get { return glWindow.Top; }
}
///
/// /// Gets the Bottom coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
///
public int Bottom
{
get { return glWindow.Bottom; }
}
///
/// Gets the Left coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
///
public int Left
{
get { return glWindow.Left; }
}
///
/// Gets the Right coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
///
public int Right
{
get { return glWindow.Right; }
}
*/
#endregion
#region --- IDisposable Members ---
///
/// Disposes of the GameWindow, releasing all resources consumed by it.
///
public virtual void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
private void Dispose(bool manual)
{
if (!disposed)
{
// Is this safe? Maybe 'Debug' has been disposed, too...
//Debug.Print("{0} disposing GameWindow.", manual ? "Manually" : "Automatically");
if (manual)
{
if (glWindow != null)
{
glWindow.Dispose();
glWindow = null;
}
}
disposed = true;
}
}
~GameWindow()
{
this.Dispose(false);
}
#endregion
}
public class UpdateFrameEventArgs : EventArgs
{
private double time;
///
/// Gets the Time elapsed between frame updates, in seconds.
///
public double Time
{
get { return time; }
internal set { time = value; }
}
}
public class RenderFrameEventArgs : EventArgs
{
private double time;
///
/// Gets the Time elapsed between frame updates, in seconds.
///
public double Time
{
get { return time; }
internal set { time = value; }
}
}
}