mirror of
https://github.com/Ryujinx/Opentk.git
synced 2024-12-27 11:35:32 +00:00
9abcb5d92e
Updated to use GraphicsFormat instead of DisplayMode. Updated to use ColorDepth instead of ColorMode. Improved GameWindow Exit handling, and handling of failed context creation. Improved WinGLContext creation code, to allow for FSAA support in the future. Fixed several shutdown bugs in WinGLContext and GraphicsContext. Context creation no longer relies on IGLContextCreationHack. X11GLContext is not working at the moment.
115 lines
3.1 KiB
C#
115 lines
3.1 KiB
C#
#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* See license.txt for license info
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenTK.Input;
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using OpenTK.Platform;
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namespace OpenTK
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{
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internal class InputDriver : IInputDriver
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{
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private IInputDriver inputDriver;
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#region --- Constructors ---
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public InputDriver(GameWindow parent)
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{
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if (parent == null)
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throw new ArgumentException("A valid window (IWindowInfo) must be specified to construct an InputDriver");
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switch (Environment.OSVersion.Platform)
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{
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case PlatformID.Win32Windows:
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case PlatformID.Win32NT:
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case PlatformID.Win32S:
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case PlatformID.WinCE:
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if (Environment.OSVersion.Version.Major > 5 ||
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(Environment.OSVersion.Version.Major == 5 && Environment.OSVersion.Version.Minor >= 1))
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{
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inputDriver = new OpenTK.Platform.Windows.WinRawInput((OpenTK.Platform.Windows.WinWindowInfo)parent.WindowInfo);
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}
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else
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{
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// Legacy or unknown windows version:
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inputDriver = new OpenTK.Platform.Windows.WMInput((OpenTK.Platform.Windows.WinWindowInfo)parent.WindowInfo);
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}
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break;
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case PlatformID.Unix:
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// TODO: Input is currently handled asychronously by the driver in X11GLNative.
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//inputDriver = new OpenTK.Platform.X11.X11Input(parent.WindowInfo);
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break;
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default:
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throw new PlatformNotSupportedException(
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"Input handling is not supported on the current platform. Please report the problem to http://opentk.sourceforge.net");
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}
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}
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#endregion
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#region --- IInputDriver Members ---
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public IList<KeyboardDevice> Keyboard
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{
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get { return inputDriver.Keyboard; }
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}
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public IList<MouseDevice> Mouse
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{
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get { return inputDriver.Mouse; }
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}
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public void Poll()
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{
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inputDriver.Poll();
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}
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/*
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int IMouseDriver.RegisterDevices()
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{
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return inputDriver.RegisterDevices();
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}
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*/
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#endregion
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#region --- IDisposable Members ---
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private bool disposed;
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public void Dispose()
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{
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this.Dispose(true);
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GC.SuppressFinalize(this);
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}
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private void Dispose(bool manual)
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{
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if (!disposed)
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{
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if (manual)
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{
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inputDriver.Dispose();
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}
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disposed = true;
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}
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}
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~InputDriver()
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{
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this.Dispose(false);
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}
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#endregion
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}
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}
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