Opentk/Source/Examples/OpenTK/Test/GameWindowStates.cs
the_fiddler 0e02f67749 Moved OpenTK.Graphics.GL class to the OpenTK.Graphics.OpenGL namespace (reason: necessary for OpenGL|ES support; necessary for support of different OpenGL profiles). OpenTK.Graphics.GL has been moved to the OpenTK.Compatibility library.
Removed OpenTK.Graphics.Glu class (reason: deprecated upstream; most functionality provided by OpenTK math; not compatible with OpenGL 3.0+.) OpenTK.Graphics.Glu can be accessed through OpenTK.Compatibility.
Added OpenGL|ES-specific ErrorHelper classes.
Moved OpenTK.Graphics.DisplayDevice and OpenTK.Graphics.DisplayResolution to the root OpenTK namespace (reason: their functionality is not specific and does not depend on OpenTK.Graphics).
Split Graphics*Exception classes into different files.
Made GraphicsErrorException public (reason: necessary for OpenTK.Compatibility).
2009-08-14 13:13:28 +00:00

103 lines
3 KiB
C#

#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 System.Drawing;
using System.Threading;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;
namespace Examples.Tests
{
[Example("GameWindow states", ExampleCategory.OpenTK, "Test", Documentation="GameWindowStates")]
public class GameWindowStates : GameWindow
{
Font font = new Font(FontFamily.GenericSansSerif, 16.0f);
TextPrinter printer = new TextPrinter();
public GameWindowStates()
: base(800, 600)
{
this.VSync = VSyncMode.On;
this.Keyboard.KeyRepeat = true;
this.Keyboard.KeyUp += new OpenTK.Input.KeyUpEvent(Keyboard_KeyUp);
GL.ClearColor(System.Drawing.Color.MidnightBlue);
}
void Keyboard_KeyUp(KeyboardDevice sender, Key key)
{
switch (key)
{
case OpenTK.Input.Key.Escape:
this.Exit();
break;
case Key.Number1:
WindowState = WindowState.Normal;
break;
case Key.Number2:
WindowState = WindowState.Maximized;
break;
case Key.Number3:
WindowState = WindowState.Fullscreen;
break;
case Key.Number4:
WindowState = WindowState.Minimized;
break;
case Key.Number5:
WindowBorder = WindowBorder.Resizable;
break;
case Key.Number6:
WindowBorder = WindowBorder.Fixed;
break;
case Key.Number7:
WindowBorder = WindowBorder.Hidden;
break;
}
}
protected override void OnResize(EventArgs e)
{
GL.Viewport(0, 0, Width, Height);
}
protected override void OnRenderFrame(FrameEventArgs e)
{
GL.Clear(ClearBufferMask.ColorBufferBit);
printer.Begin();
printer.Print("Instructions:", font, Color.White);
GL.Translate(0, font.Height, 0);
printer.Print(String.Format("[1 - 4]: change WindowState (current: {0}).", this.WindowState), font, Color.White, RectangleF.Empty);
GL.Translate(0, font.Height, 0);
printer.Print(String.Format("[5 - 7]: change WindowBorder (current: {0}).", this.WindowBorder), font, Color.White, RectangleF.Empty);
printer.End();
SwapBuffers();
Thread.Sleep(5);
}
public static void Main()
{
using (GameWindowStates ex = new GameWindowStates())
{
Utilities.SetWindowTitle(ex);
ex.Run(20.0);
}
}
}
}