Opentk/Source/OpenTK/GLControl.cs
the_fiddler 59b503b3c3 Bumped version numbers.
WinRawInput now correctly subclasses WinGLNative or WinGLControl. WinRawKeyboard now correctly responds to events.
Removed T10_GLSL_Cube.cs which was erroneously moved outside the Examples/Tutorial directory.
Updated INativeWindow, IGameWindow and IGLControl interfaces.
Updated examples to use the new GameWindow interface.
Added documentation to GameWindow.
Improved GameWindow error handling. More defensive programming.
2007-08-04 12:09:58 +00:00

292 lines
8.7 KiB
C#

#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
#region --- Using Directives ---
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Diagnostics;
using OpenTK.Platform;
#endregion
namespace OpenTK
{
// TODO: Document the GLControl class.
/// <summary>
///
/// </summary>
public partial class GLControl : UserControl, IGLControl
{
#region --- Private Fields ---
private bool fullscreen;
private IGLControl glControl;
#endregion
#region --- Contructors ---
/// <summary>
/// Constructs a new GLControl.
/// </summary>
public GLControl()
:this(new DisplayMode())
{
}
public GLControl(DisplayMode mode)
{
InitializeComponent();
System.Diagnostics.Debug.Listeners.Clear();
System.Diagnostics.Debug.Listeners.Add(new TextWriterTraceListener(Console.Out));
System.Diagnostics.Debug.AutoFlush = true;
System.Diagnostics.Trace.Listeners.Clear();
System.Diagnostics.Trace.Listeners.Add(new TextWriterTraceListener(Console.Out));
System.Diagnostics.Trace.AutoFlush = true;
Trace.AutoFlush = true;
if (Environment.OSVersion.Platform == PlatformID.Win32NT ||
Environment.OSVersion.Platform == PlatformID.Win32Windows)
{
glControl = new OpenTK.Platform.Windows.WinGLControl(this, Width, Height, false);
}
else if (Environment.OSVersion.Platform == PlatformID.Unix ||
Environment.OSVersion.Platform == (PlatformID)128)
// some older versions of Mono reported 128.
{
glControl = new OpenTK.Platform.X11.X11GLControl(this, Width, Height, false);
}
else
{
throw new PlatformNotSupportedException(
"Your operating system is not currently supported. We are sorry for the inconvenience."
);
}
glControl.Context.MakeCurrent();
/*
Context.MakeCurrent();
//GL.ReloadFunctions();
if (width > 0)
this.Width = width;
if (height > 0)
this.Height = height;
*/
if (fullscreen)
this.Fullscreen = true;
this.SetStyle(ControlStyles.UserPaint, true);
this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);
}
#endregion
#region --- Public Methods ---
/// <summary>
/// Swaps the front and back buffers, and presents the rendered scene to the screen.
/// </summary>
public void SwapBuffers()
{
Context.SwapBuffers();
}
/// <summary>
/// Makes the underlying GLContext of this GLControl current. All OpenGL commands issued
/// from this point are interpreted by this GLContext.
/// </summary>
public void MakeCurrent()
{
Context.MakeCurrent();
}
#endregion
#region --- Public Properties ---
/// <summary>
/// Gets the AspectRatio of the control this GLContext object
/// renders to. This is usually used in a call to Glu.Perspective.
/// </summary>
public double AspectRatio
{
get
{
return this.Width / (double)this.Height;
}
}
/// <summary>
/// Gets or sets the display mode of the control.
/// </summary>
public bool Fullscreen
{
get
{
return fullscreen;
}
set
{
if (!fullscreen && value)
{
//fullscreen = this.SetFullscreenResolution(this.Width, this.Height);
}
else if (fullscreen && !value)
{
}
}
}
#endregion
#region --- IGLControl Members ---
public event CreateEvent Create;
#region public bool IsIdle
/// <summary>
/// Gets the idle status of the control.
/// </summary>
public bool IsIdle
{
get { return glControl.IsIdle; }
}
#endregion
#region public IGLContext Context
/// <summary>
/// Gets the opengl context associated with this control.
/// </summary>
public IGLContext Context
{
get { return glControl.Context; }
}
#endregion
#region DisplayMode changes
/// <summary>
/// Selects the fullscreen DisplayMode closest to the DisplayMode requested.
/// </summary>
/// <param name="mode">
/// The fullscreen DisplayMode to match, or null to get the current screen DisplayMode.
/// </param>
/// <returns>The DisplayMode closest to the requested one, or null if no DisplayModes are available.</returns>
/// <remarks>
/// <see cref="SetDisplayMode">SetDisplayMode</see>
/// </remarks>
public DisplayMode SelectDisplayMode(DisplayMode mode)
{
throw new NotImplementedException();
//return glWindow.SelectDisplayMode(mode);
}
/// <summary>
/// Selects the fullscreen DisplayMode closest to the DisplayMode requested, accoriding to the specified
/// parameters.
/// </summary>
/// <param name="mode">
/// The fullscreen DisplayMode to match, or null to get the current screen DisplayMode.
/// </param>
/// <param name="options">
/// The DisplayModeMatchOptions flags that indicate how to search for the requested DisplayMode.
/// </param>
/// <returns>
/// The DisplayMode closest to the requested one, or null if no DisplayModes are available or
/// DisplayModeMatchOptions.ExactMatch was passed.
/// </returns>
/// <remarks>
/// <see cref="SetDisplayMode">SetDisplayMode</see>
/// </remarks>
public DisplayMode SelectDisplayMode(DisplayMode mode, DisplayModeMatchOptions options)
{
throw new NotImplementedException();
//return glWindow.SelectDisplayMode(mode, options);
}
/// <summary>
/// Sets the requested DisplayMode.
/// </summary>
/// <param name="mode">
/// The fulscreen DisplayMode to set. Passing null will return the application to windowed
/// mode.
/// </param>
/// <remarks>
/// Use SelectDisplayMode to select one of the available fullscreen modes.
/// <para>
/// If the mode requested is not available, this function will throw a
/// <exception cref="DisplayModeNotAvailable">DisplayModeNotAvailable</exception> exception.
/// </para>
/// <para>
/// Pass null to return to windowed mode. The previous desktop DisplayMode will be automatically reset by this
/// function. This function cannot be used to permanently change the user's desktop DisplayMode.
/// </para>
/// <see cref="SelectDisplayMode(DisplayMode mode)">SelectDisplayMode</see>
/// <seealso cref="DisplayModeNotAvailable">DisplayModeNotAvailable exception</seealso>
/// </remarks>
public void SetDisplayMode(DisplayMode mode)
{
throw new NotImplementedException();
//glWindow.SetDisplayMode(mode);
}
#endregion
#endregion
#region --- IResizable Members ---
public new event ResizeEvent Resize;
#endregion
#region --- IDisposable Members ---
protected override void DestroyHandle()
{
base.DestroyHandle();
glControl.Dispose();
}
/*
public void Dispose()
{
this.Dispose(true);
GC.SuppressFinalize(this);
}
private void Dispose(bool manuallyCalled)
{
if (manuallyCalled)
{
glWindow.Dispose();
}
}
~GLControl()
{
this.Dispose(false);
}
*/
#endregion
}
}