mirror of
https://github.com/Ryujinx/Opentk.git
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20630278fb
Added all Raw Input structs, functions and enums in Windows.API. WinRawKeyboard implements IKeyboard using Raw Input on Windows.
269 lines
7.3 KiB
C#
269 lines
7.3 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 System.Diagnostics;
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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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public class GameWindow : OpenTK.Platform.IGLControl, OpenTK.Platform.IGameWindow
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{
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private INativeWindow glWindow;
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private ResizeEventArgs resizeEventArgs = new ResizeEventArgs();
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#region --- Contructors ---
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/// <summary>
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/// Constructs a new GameWindow, using a safe DisplayMode.
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/// </summary>
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public GameWindow()
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{
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System.Diagnostics.Debug.Listeners.Clear();
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System.Diagnostics.Debug.Listeners.Add(new TextWriterTraceListener(Console.Out));
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System.Diagnostics.Debug.AutoFlush = true;
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System.Diagnostics.Trace.Listeners.Clear();
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System.Diagnostics.Trace.Listeners.Add(new TextWriterTraceListener(Console.Out));
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System.Diagnostics.Trace.AutoFlush = true;
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if (Environment.OSVersion.Platform == PlatformID.Win32NT ||
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Environment.OSVersion.Platform == PlatformID.Win32Windows)
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{
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// Create a new Windows native window. We want to be notified when it's ready,
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// in order to do some preparatory work.
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glWindow = new OpenTK.Platform.Windows.WinGLNative();
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}
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else if (Environment.OSVersion.Platform == PlatformID.Unix ||
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Environment.OSVersion.Platform == (PlatformID)128) // some older versions of Mono reported 128.
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{
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glWindow = new OpenTK.Platform.X11.X11GLNative();
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}
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else
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{
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throw new PlatformNotSupportedException(
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"Your operating system is not currently supported. We are sorry for the inconvenience."
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);
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}
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glWindow.Context.MakeCurrent();
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// When the glWindow construction is complete, hook the resize events.
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resizeEventArgs.Width = this.Width;
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resizeEventArgs.Height = this.Height;
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glWindow.Resize += new ResizeEvent(glWindow_Resize);
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glWindow.Create += new CreateEvent(glWindow_Create);
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}
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void glWindow_Create(object sender, EventArgs e)
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{
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this.OnCreate(e);
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}
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void glWindow_Resize(object sender, ResizeEventArgs e)
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{
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this.OnResize(e);
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}
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#endregion
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#region --- IGLControl Members ---
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#region public bool IsIdle
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public bool IsIdle
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{
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get { return glWindow.IsIdle; }
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}
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#endregion
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#region public bool Fullscreen
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public bool Fullscreen
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{
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get { return glWindow.Fullscreen; }
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set { glWindow.Fullscreen = value; }
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}
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#endregion
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#region public OpenTK.Platform.IGLContext Context
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public OpenTK.Platform.IGLContext Context
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{
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get { return glWindow.Context; }
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}
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#endregion
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#region public bool Quit
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public bool Quit
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{
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get { return glWindow.Quit; }
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set { glWindow.Quit = value; }
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}
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#endregion
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#endregion
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#region --- IGameWindow Members ---
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/// <summary>
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/// Runs a default game loop on the GameWindow.
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/// </summary>
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/// <remarks>
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/// <para>
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/// A default game loop consists of three parts: Event processing,
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/// a frame update and a frame render.
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/// </para>
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/// <para>
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/// Override this function if you want to change the behaviour of the
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/// default game loop. If you override this function, you must place
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/// a call to the ProcessEvents function, so that your window will respond
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/// to Operating System events.
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/// </para>
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/// </remarks>
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public virtual void Run()
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{
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while (!this.Quit)
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{
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this.ProcessEvents();
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this.UpdateFrame();
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this.RenderFrame();
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}
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}
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public void ProcessEvents()
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{
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glWindow.ProcessEvents();
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}
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#region public event CreateEvent Create;
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public event CreateEvent Create;
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private void OnCreate(EventArgs e)
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{
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if (this.Create != null)
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{
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this.Create(this, e);
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}
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}
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#endregion
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public virtual void RenderFrame()
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{
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if (RenderFrameNotify != null)
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RenderFrameNotify(EventArgs.Empty);
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}
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public virtual void UpdateFrame()
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{
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if (UpdateFrameNotify != null)
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UpdateFrameNotify(EventArgs.Empty);
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}
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public event UpdateFrameEvent UpdateFrameNotify;
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public event RenderFrameEvent RenderFrameNotify;
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public IKeyboard Key
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{
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get { return glWindow.Key; }
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}
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#endregion
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#region --- IResizable Members ---
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#region public int Width, Height
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public int Width
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{
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get { return glWindow.Width; }
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set
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{
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if (value == this.Width)
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{
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return;
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}
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else if (value > 0)
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{
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glWindow.Width = value;
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}
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else
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{
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throw new ArgumentOutOfRangeException(
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"Width",
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value,
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"Width must be greater than 0"
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);
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}
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}
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}
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public int Height
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{
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get { return glWindow.Height; }
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set
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{
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if (value == this.Height)
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{
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return;
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}
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else if (value > 0)
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{
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glWindow.Height = value;
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}
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else
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{
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throw new ArgumentOutOfRangeException(
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"Height",
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value,
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"Height must be greater than 0"
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);
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}
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}
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}
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#endregion
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#region public event ResizeEvent Resize;
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public event ResizeEvent Resize;
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/// <summary>
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/// Raises the Resize event.
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/// </summary>
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/// <param name="e">Contains the new Width and Height of the window.</param>
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protected virtual void OnResize(ResizeEventArgs e)
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{
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if (this.Resize != null)
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this.Resize(this, e);
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}
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#endregion
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#endregion
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#region --- IDisposable Members ---
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public void Dispose()
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{
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glWindow.Dispose();
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glWindow = null;
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}
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#endregion
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}
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}
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