Opentk/Source/OpenTK/GameWindow.cs
2007-09-26 23:13:57 +00:00

994 lines
32 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 OpenTK.Platform;
using OpenTK.Input;
using System.Threading;
using OpenTK.OpenGL;
namespace OpenTK
{
/// <summary>
/// The GameWindow class contains cross-platform methods to create and render on an OpenGL window, handle input and load resources.
/// </summary>
/// <remarks>
/// GameWindow contains several events you can hook or override to add your custom logic:
/// <list>
/// <item>OnLoad: Occurs after creating the OpenGL context, but before entering the main loop. Override to load resources.</item>
/// <item>OnResize: Occurs whenever GameWindow is resized. You should update the OpenGL Viewport and Projection Matrix here.</item>
/// <item>OnUpdateFrame: Occurs at the specified logic update rate. Override to add your game logic.</item>
/// <item>OnRenderFrame: Occurs at the specified frame render rate. Override to add your rendering code.</item>
/// </list>
/// 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.
/// </remarks>
public class GameWindow : 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 ---
/// <summary>
/// Constructs a new GameWindow. Call CreateWindow() to open a render window.
/// </summary>
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);
}
/// <summary>
/// Constructs a new GameWindow, and opens a render window with the specified DisplayMode.
/// </summary>
/// <param name="mode">The DisplayMode of the GameWindow.</param>
public GameWindow(DisplayMode mode)
: this()
{
CreateWindow(mode);
}
/// <summary>
/// Constructs a new GameWindow with the specified title, and opens a render window with the specified DisplayMode.
/// </summary>
/// <param name="mode">The DisplayMode of the GameWindow.</param>
/// <param name="title">The Title of the GameWindow.</param>
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)
/// <summary>
/// Creates a render window for the calling GameWindow, with the specified DisplayMode and Title.
/// </summary>
/// <param name="mode">The DisplayMode of the render window.</param>
/// <param name="title">The Title of the render window.</param>
/// <remarks>
/// It is an error to call this function when a render window already exists.
/// <para>Call DestroyWindow to close the render window.</para>
/// </remarks>
/// <exception cref="ApplicationException">Occurs when a render window already exists.</exception>
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()
/// <summary>
/// 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.
/// </summary>
public virtual void Exit()
{
isExiting = true;
//glWindow.Exit();
//this.Dispose();
}
#endregion
#region public bool IsIdle
/// <summary>
/// Gets a value indicating whether the current GameWindow is idle.
/// If true, the OnUpdateFrame and OnRenderFrame functions should be called.
/// </summary>
public bool IsIdle
{
get { return glWindow.IsIdle; }
}
#endregion
#region public bool Fullscreen
/// <summary>
/// TODO: This property is not implemented.
/// Gets or sets a value indicating whether the GameWindow is in fullscrren mode.
/// </summary>
public bool Fullscreen
{
get { return glWindow.Fullscreen; }
set { glWindow.Fullscreen = value; }
}
#endregion
#region public IGLContext Context
/// <summary>
/// Returns the opengl IGLontext associated with the current GameWindow.
/// Forces window creation.
/// </summary>
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
/// <summary>
/// Gets a value indicating whether a render window exists.
/// </summary>
public bool Exists
{
get { return glWindow == null ? false : glWindow.Exists; }
}
#endregion
#region public string Text
/// <summary>
/// Gets or sets the GameWindow title.
/// </summary>
public string Title
{
get
{
return glWindow.Title;
}
set
{
glWindow.Title = value;
}
}
#endregion
#region public bool Visible
/// <summary>
/// TODO: This property is not implemented
/// Gets or sets a value indicating whether the GameWindow is visible.
/// </summary>
public bool Visible
{
get
{
throw new NotImplementedException();
return glWindow.Visible;
}
set
{
throw new NotImplementedException();
glWindow.Visible = value;
}
}
#endregion
#region public IWindowInfo WindowInfo
public IWindowInfo WindowInfo
{
get { return glWindow.WindowInfo; }
}
#endregion
#region public IInputDriver InputDriver
/// <summary>
/// Gets an interface to the InputDriver used to obtain Keyboard, Mouse and Joystick input.
/// </summary>
public IInputDriver InputDriver
{
get
{
return glWindow.InputDriver;
}
}
#endregion
#region public void CreateWindow(DisplayMode mode)
/// <summary>
/// Creates a render window for the calling GameWindow.
/// </summary>
/// <param name="mode">The DisplayMode of the render window.</param>
/// <remarks>
/// It is an error to call this function when a render window already exists.
/// <para>Call DestroyWindow to close the render window.</para>
/// </remarks>
/// <exception cref="ApplicationException">Occurs when a render window already exists.</exception>
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;
/// <summary>
/// Raises the Create event. Override in derived classes to initialize resources.
/// </summary>
/// <param name="e"></param>
[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()
/// <summary>
/// Destroys the GameWindow. The Destroy event is raised before destruction commences
/// (while the opengl context still exists), to allow resource cleanup.
/// </summary>
public void DestroyWindow()
{
if (Exists)
{
glWindow.DestroyWindow();
}
else
{
throw new ApplicationException("Tried to destroy inexistent window.");
}
}
#endregion
#region OnDestroy
/// <summary>
/// Raises the Destroy event. Override in derived classes, to modify the shutdown
/// sequence (e.g. to release resources before shutdown).
/// </summary>
/// <param name="e"></param>
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 void Run()
/// <summary>
/// Enters the game loop of GameWindow, updating and rendering at the maximum possible frequency.
/// </summary>
/// <see cref="public virtual void Run(float update_frequency, float render_frequency)"/>
public void Run()
{
Run(0.0, 0.0);
}
/// <summary>
/// Runs the default game loop on GameWindow at the specified update frequency, maintaining the
/// maximum possible render frequency.
/// </summary>
/// <see cref="public virtual void Run(double updateFrequency, double renderFrequency)"/>
public void Run(double updateFrequency)
{
Run(updateFrequency, 0.0);
}
/// <summary>
/// Runs the default game loop on GameWindow at the specified update and render frequency.
/// </summary>
/// <param name="updateFrequency">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.</param>
/// <param name="renderFrequency">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.</param>
/// <remarks>
/// <para>
/// 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.
/// </para>
/// <para>
/// 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).
/// </para>
/// <para>
/// 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.
/// </para>
/// </remarks>
public virtual void Run(double updateFrequency, double renderFrequency)
{
this.OnLoad(EventArgs.Empty);
// Setup timer
Stopwatch watch = new Stopwatch();
UpdateFrameEventArgs updateArgs = new UpdateFrameEventArgs();
RenderFrameEventArgs renderArgs = new RenderFrameEventArgs();
// Setup update and render rates. If updateFrequency or renderFrequency <= 0.0, use full throttle for that frequency.
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;
}
// Enter main loop:
// (1) Update total frame time (capped at 0.1 sec)
// (2) Process events and update event_time
// (3) Raise UpdateFrame event(s) and update update_time.
// If there is enough CPU time, update and render events will be 1 on 1.
// If there is not enough time, render events will be dropped in order to match the requested updateFrequency.
// If the requested updateFrequency can't be matched, processing will slow down.
// (4) Raise RenderFrame event and update render_time.
// (5) If there is any CPU time left, and we are not running full-throttle, Sleep() to lower CPU usage.
Debug.Print("Entering main loop.");
while (this.Exists && !IsExiting)
{
// Update total frame time.
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();
// Process events and update event_time
time = watch.Elapsed.TotalSeconds;
this.ProcessEvents();
eventTime = watch.Elapsed.TotalSeconds - time;
if (!IsExiting)
{
// Raise UpdateFrame event(s) and update update_time.
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;
// Raise RenderFrame event and update render_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 there is any CPU time left, and we are not running full-throttle, Sleep() to lower CPU usage.
if (renderTime < render_target && updateTime < update_target)
{
Thread.Sleep((int)(1000.0 * System.Math.Min(
render_target - renderTime, update_target - updateTime)));
}
}
}
OnUnloadInternal(EventArgs.Empty);
if (this.Exists)
{
glWindow.DestroyWindow();
while (this.Exists)
{
this.ProcessEvents();
}
}
}
#endregion
#region public void ProcessEvents()
/// <summary>
/// Processes operating system events until the GameWindow becomes idle.
/// </summary>
/// <remarks>
/// 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.
/// <para>
/// Once ProcessEvents() returns, it is time to call update and render the next frame.
/// </para>
/// </remarks>
public void ProcessEvents()
{
if (!isExiting)
InputDriver.Poll();
glWindow.ProcessEvents();
}
#endregion
#region OnRenderFrame(RenderFrameEventArgs e)
/// <summary>
/// Raises the RenderFrame event, and calls the public function.
/// </summary>
/// <param name="e"></param>
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);
}
/// <summary>
/// Override in derived classes to render a frame.
/// </summary>
/// <param name="e">Contains information necessary for frame rendering.</param>
/// <remarks>
/// The base implementation (base.OnRenderFrame) is empty, there is no need to call it.
/// </remarks>
public virtual void OnRenderFrame(RenderFrameEventArgs e)
{
}
/// <summary>
/// Occurs when it is time to render the next frame.
/// </summary>
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);
}
/// <summary>
/// Override in derived classes to update a frame.
/// </summary>
/// <param name="e">Contains information necessary for frame updating.</param>
/// <remarks>
/// The base implementation (base.OnUpdateFrame) is empty, there is no need to call it.
/// </remarks>
public virtual void OnUpdateFrame(UpdateFrameEventArgs e)
{
}
/// <summary>
/// Occurs when it is time to update the next frame.
/// </summary>
public event UpdateFrameEvent UpdateFrame;
#endregion
#region OnLoad(EventArgs e)
/// <summary>
/// Occurs after establishing an OpenGL context, but before entering the main loop.
/// </summary>
public event LoadEvent Load;
/// <summary>
/// Raises the Load event, and calls the user's OnLoad override.
/// </summary>
/// <param name="e"></param>
private void OnLoadInternal(EventArgs e)
{
Debug.WriteLine(String.Format("OpenGL driver information: {0}, {1}, {2}",
GL.GetString(GL.Enums.StringName.RENDERER),
GL.GetString(GL.Enums.StringName.VENDOR),
GL.GetString(GL.Enums.StringName.VERSION)));
if (this.Load != null)
{
this.Load(this, e);
}
OnLoad(e);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="e">Not used.</param>
public virtual void OnLoad(EventArgs e)
{
}
#endregion
#region OnUnload(EventArgs e)
/// <summary>
/// Occurs after after calling GameWindow.Exit, but before destroying the OpenGL context.
/// </summary>
public event UnloadEvent Unload;
/// <summary>
/// Raises the Unload event, and calls the user's OnUnload override.
/// </summary>
/// <param name="e"></param>
private void OnUnloadInternal(EventArgs e)
{
if (this.Unload != null)
{
this.Unload(this, e);
}
OnUnload(e);
}
/// <summary>
/// Occurs after after calling GameWindow.Exit, but before destroying the OpenGL context.
/// Override to unload application resources.
/// </summary>
/// <param name="e">Not used.</param>
public virtual void OnUnload(EventArgs e)
{
}
#endregion
#region public void SwapBuffers()
/// <summary>
/// Swaps the front and back buffer, presenting the rendered scene to the user.
/// Only useful in double- or triple-buffered formats.
/// </summary>
/// <remarks>Calling this function is equivalent to calling Context.SwapBuffers()</remarks>
public void SwapBuffers()
{
Context.SwapBuffers();
}
#endregion
#region public bool IsExiting
/// <summary>
/// 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.
/// </summary>
public bool IsExiting
{
get { return isExiting; }
}
#endregion
#region public Keyboard Keyboard
/// <summary>
/// Gets the primary Keyboard device, or null if no Keyboard exists.
/// </summary>
public KeyboardDevice Keyboard
{
get
{
if (InputDriver.Keyboard.Count > 0)
return InputDriver.Keyboard[0];
else
return null;
}
}
#endregion
#region public Mouse Mouse
/// <summary>
/// Gets the primary Mouse device, or null if no Mouse exists.
/// </summary>
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
/// <summary>
/// Gets or sets the Width of the GameWindow's rendering area, in pixels.
/// </summary>
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"
);
}
}
}
/// <summary>
/// Gets or sets the Height of the GameWindow's rendering area, in pixels.
/// </summary>
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;
/// <summary>
/// Occurs when the GameWindow is resized. Derived classes should override the OnResize method for better performance.
/// </summary>
public event ResizeEvent Resize;
/// <summary>
/// Raises the Resize event.
/// </summary>
/// <param name="e">Contains information about the Resize event.</param>
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);
}
/// <summary>
/// Override in derived classes to respond to the Resize events.
/// </summary>
/// <param name="e">Contains information about the Resize event.</param>
protected virtual void OnResize(ResizeEventArgs e)
{
}
#endregion
/*
/// <summary>
/// Gets the Top coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
/// </summary>
public int Top
{
get { return glWindow.Top; }
}
/// <summary>
/// /// Gets the Bottom coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
/// </summary>
public int Bottom
{
get { return glWindow.Bottom; }
}
/// <summary>
/// Gets the Left coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
/// </summary>
public int Left
{
get { return glWindow.Left; }
}
/// <summary>
/// Gets the Right coordinate of the GameWindow's rendering area, in pixel coordinates relative to the GameWindow's top left point.
/// </summary>
public int Right
{
get { return glWindow.Right; }
}
*/
#endregion
#region --- IDisposable Members ---
/// <summary>
/// Not used yet.
/// </summary>
private void DisposeInternal()
{
Dispose(); // User overridable Dispose method.
}
/// <summary>
/// Disposes of the GameWindow, releasing all resources consumed by it.
/// </summary>
public virtual void Dispose()
{
Dispose(true); // Real Dispose method.
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;
/// <summary>
/// Gets the Time elapsed between frame updates, in seconds.
/// </summary>
public double Time
{
get { return time; }
internal set { time = value; }
}
}
public class RenderFrameEventArgs : EventArgs
{
private double time;
/// <summary>
/// Gets the Time elapsed between frame updates, in seconds.
/// </summary>
public double Time
{
get { return time; }
internal set { time = value; }
}
}
}