mirror of
https://github.com/Ryujinx/Opentk.git
synced 2024-12-26 16:15:28 +00:00
95318a8366
X11 and Windows GLControl and GLNative implementation now use IGLContext interfaces instead of direct X11GLContext and WinGLContext. Decouples the two (good!). Updated all Native, Control, Context classes to use the new interfaces.
512 lines
15 KiB
C#
512 lines
15 KiB
C#
#region --- License ---
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/* Copyright (c) 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.Runtime.InteropServices;
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using System.Diagnostics;
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using System.Reflection;
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using OpenTK.OpenGL;
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//using OpenTK.OpenGL;
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namespace OpenTK.Platform.X11
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{
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/// <summary>
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/// Drives GameWindow on X11.
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/// This class supports OpenTK, and is not intended for use by OpenTK programs.
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/// </summary>
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internal sealed class X11GLNative : INativeGLWindow, IDisposable
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{
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#region --- Fields ---
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private X11GLContext glContext;
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private WindowInfo window = new WindowInfo();
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private DisplayMode mode = new DisplayMode();
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// Number of pending events.
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private int pending = 0;
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private int top, bottom, left, right;
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// C# ResizeEventArgs
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private ResizeEventArgs resizeEventArgs = new ResizeEventArgs();
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// Low level X11 resize request
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// Event used for event loop.
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private XEvent e = new XEvent();
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private bool disposed;
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private bool exists;
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private bool isExiting;
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#endregion
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#region --- Public Constructors ---
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/// <summary>
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/// Constructs and initializes a new X11GLNative window.
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/// Call CreateWindow to create the actual render window.
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/// </summary>
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public X11GLNative()
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{
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Debug.Print("Native window driver: {0}", this.ToString());
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window = new WindowInfo();
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//Utilities.ThrowOnX11Error = true;
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}
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#endregion
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#region --- INativeGLWindow Members ---
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#region public void ProcessEvents()
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public void ProcessEvents()
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{
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// Process all pending events
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while (true)
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{
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//pending = Functions.XPending(window.Display);
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pending = API.Pending(window.Display);
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if (pending == 0)
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{
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//Debug.Print("No events pending on display {0}", window.Display);
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return;
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}
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Functions.XNextEvent(window.Display, ref e);
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Debug.Print("Event: {0} ({1} pending)", e.type, pending);
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// Respond to the event e
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switch (e.type)
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{
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case XEventName.ReparentNotify:
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// TODO: Is there a more suitable place to raise the Create event?
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// ReparentNotify seems to be the first event raised on window creation.
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this.OnCreate(EventArgs.Empty);
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break;
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case XEventName.MapNotify:
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Debug.WriteLine("Window mapped.");
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return;
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case XEventName.CreateNotify:
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// A child was was created - nothing to do
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break;
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case XEventName.DestroyNotify:
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this.exists = false;
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this.OnDestroy(EventArgs.Empty);
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isExiting = true;
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Debug.Print("X11 window {0} destroyed.", e.DestroyWindowEvent.window);
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return;
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case XEventName.ConfigureNotify:
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// If the window size changed, raise the C# Resize event.
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if (e.ConfigureEvent.width != mode.Width ||
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e.ConfigureEvent.height != mode.Height)
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{
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Debug.WriteLine(
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String.Format(
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"New res: {0}x{1}",
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e.ConfigureEvent.width,
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e.ConfigureEvent.height
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)
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);
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resizeEventArgs.Width = e.ConfigureEvent.width;
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resizeEventArgs.Height = e.ConfigureEvent.height;
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this.OnResize(resizeEventArgs);
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}
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break;
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case XEventName.KeyPress:
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case XEventName.KeyRelease:
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return;
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default:
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Debug.WriteLine(String.Format("{0} event was not handled", e.type));
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break;
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}
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}
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}
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#endregion
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#region public bool Exists
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/// <summary>
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/// Returns true if a render window/context exists.
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/// </summary>
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public bool Exists
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{
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get { return exists; }
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}
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#endregion
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#region public bool Quit
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public bool IsExiting
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{
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get { return isExiting; }
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}
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#endregion
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#region public bool IsIdle
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public bool IsIdle
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{
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get { throw new Exception("The method or operation is not implemented."); }
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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
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{
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return false;
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//throw new Exception("The method or operation is not implemented.");
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}
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set
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{
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//throw new Exception("The method or operation is not implemented.");
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}
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}
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#endregion
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#region public IGLContext Context
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public OpenTK.Platform.IGLContext Context
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{
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get { return glContext; }
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}
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#endregion
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#region public IntPtr Handle
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/// <summary>
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/// Gets the current window handle.
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/// </summary>
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public IntPtr Handle
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{
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get { return this.window.Handle; }
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}
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#endregion
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#region public IWindowInfo WindowInfo
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public IWindowInfo WindowInfo
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{
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get { return window; }
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}
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#endregion
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#region public void CreateWindow(DisplayMode mode)
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/// <summary>
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/// Opens a new render window with the given DisplayMode.
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/// </summary>
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/// <param name="mode">The DisplayMode of the render window.</param>
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/// <remarks>
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/// Creates the window visual and colormap. Associates the colormap/visual
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/// with the window and raises the window on top of the window stack.
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/// <para>
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/// Colormap creation is currently disabled.
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/// </para>
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/// </remarks>
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public void CreateWindow(DisplayMode mode)
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{
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if (exists)
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{
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throw new ApplicationException("Render window already exists!");
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}
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else
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{
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Debug.Print("Creating GameWindow with mode: {0}", mode.ToString());
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Debug.Indent();
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window.Display = API.OpenDisplay(null); // null == default display
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if (window.Display == IntPtr.Zero)
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{
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throw new Exception("Could not open connection to X");
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}
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window.Screen = API.DefaultScreen(window.Display);
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window.RootWindow = API.RootWindow(window.Display, window.Screen);
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Debug.Print("Display: {0}, Screen {1}, Root window: {2}",
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window.Display, window.Screen, window.RootWindow);
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glContext = new X11GLContext(mode, window);
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//glContext.PrepareContext(window);
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window.VisualInfo = (glContext.Info as X11.WindowInfo).VisualInfo;
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// Create a window on this display using the visual above
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Debug.Write("Opening render window... ");
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XSetWindowAttributes attributes = new XSetWindowAttributes();
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attributes.background_pixel = IntPtr.Zero;
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attributes.border_pixel = IntPtr.Zero;
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attributes.colormap =
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API.CreateColormap(window.Display, window.RootWindow, window.VisualInfo.visual, 0/*AllocNone*/);
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attributes.event_mask =
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(IntPtr)(EventMask.StructureNotifyMask | EventMask.SubstructureNotifyMask | EventMask.ExposureMask);
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uint mask = (uint)SetWindowValuemask.ColorMap | (uint)SetWindowValuemask.EventMask |
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(uint)SetWindowValuemask.BackPixel | (uint)SetWindowValuemask.BorderPixel;
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window.Handle = Functions.XCreateWindow(window.Display, window.RootWindow,
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0, 0, mode.Width, mode.Height, 0, window.VisualInfo.depth/*(int)CreateWindowArgs.CopyFromParent*/,
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(int)CreateWindowArgs.InputOutput, window.VisualInfo.visual, (UIntPtr)mask, ref attributes);
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if (window.Handle == IntPtr.Zero)
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{
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throw new ApplicationException("XCreateWindow call failed (returned 0).");
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}
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// Set the window hints
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XSizeHints hints = new XSizeHints();
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hints.x = 0;
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hints.y = 0;
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hints.width = mode.Width;
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hints.height = mode.Height;
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hints.flags = (IntPtr)(XSizeHintsFlags.USSize | XSizeHintsFlags.USPosition);
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Functions.XSetWMNormalHints(window.Display, window.Handle, ref hints);
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Top = Left = 0;
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Right = Width;
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Bottom = Height;
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//XTextProperty text = new XTextProperty();
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//text.value = "OpenTK Game Window";
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//text.format = 8;
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//Functions.XSetWMName(window.Display, window.Handle, ref text);
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//Functions.XSetWMProperties(display, window, name, name, 0, /*None*/ null, 0, hints);
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Debug.Print("done! (id: {0})", window.Handle);
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(glContext.Info as X11.WindowInfo).Handle = window.Handle;
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glContext.CreateContext(true, null);
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glContext.MakeCurrent();
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API.MapRaised(window.Display, window.Handle);
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GL.LoadAll();
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Glu.LoadAll();
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Debug.Unindent();
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Debug.WriteLine("GameWindow creation completed successfully!");
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exists = true;
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}
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}
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#endregion
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#region OnCreate
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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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Debug.Print("Create event fired from window: {0}", window.ToString());
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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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#region public void Exit()
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public void Exit()
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{
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this.DestroyWindow();
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}
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#endregion
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#region public void DestroyWindow()
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public void DestroyWindow()
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{
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Debug.WriteLine("X11GLNative shutdown sequence initiated.");
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// Functions.XUnmapWindow(window.Display, window.Handle);
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Functions.XDestroyWindow(window.Display, window.Handle);
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}
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#endregion
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#region OnDestroy
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public event DestroyEvent Destroy;
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private void OnDestroy(EventArgs e)
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{
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Debug.Print("Destroy event fired from window: {0}", window.ToString());
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if (this.Destroy != null)
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{
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this.Destroy(this, e);
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}
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}
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#endregion
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#endregion
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#region --- IResizable Members ---
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#region public int Width
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public int Width
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{
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get
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{
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return mode.Width;
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}
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set
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{/*
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// Clear event struct
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//Array.Clear(xresize.pad, 0, xresize.pad.Length);
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// Set requested parameters
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xresize.ResizeRequest.type = EventType.ResizeRequest;
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xresize.ResizeRequest.display = this.display;
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xresize.ResizeRequest.width = value;
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xresize.ResizeRequest.height = mode.Width;
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API.SendEvent(
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this.display,
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this.window,
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false,
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EventMask.StructureNotifyMask,
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ref xresize
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);*/
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}
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}
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#endregion
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#region public int Height
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public int Height
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{
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get
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{
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return mode.Height;
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}
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set
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{/*
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// Clear event struct
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//Array.Clear(xresize.pad, 0, xresize.pad.Length);
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// Set requested parameters
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xresize.ResizeRequest.type = EventType.ResizeRequest;
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xresize.ResizeRequest.display = this.display;
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xresize.ResizeRequest.width = mode.Width;
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xresize.ResizeRequest.height = value;
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API.SendEvent(
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this.display,
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this.window,
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false,
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EventMask.StructureNotifyMask,
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ref xresize
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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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private void OnResize(ResizeEventArgs e)
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{
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mode.Width = e.Width;
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mode.Height = e.Height;
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if (this.Resize != null)
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{
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this.Resize(this, e);
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}
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}
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#endregion
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public int Top
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{
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get { return top; }
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private set { top = value; }
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}
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public int Bottom
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{
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get { return bottom; }
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private set { bottom = value; }
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}
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public int Left
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{
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get { return left; }
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private set { left = value; }
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}
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public int Right
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{
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get { return right; }
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private set { right = value; }
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}
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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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this.Dispose(true);
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GC.SuppressFinalize(this);
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}
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private void Dispose(bool manuallyCalled)
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{
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if (!disposed)
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{
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if (Exists)
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Functions.XDestroyWindow(window.Display, window.Handle);
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// Kills connection to the X-Server. We don't want that,
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// 'cause it kills the ExampleLauncher too.
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//API.CloseDisplay(display);
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if (manuallyCalled)
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{
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if (glContext != null)
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glContext.Dispose();
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}
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disposed = true;
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}
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}
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~X11GLNative()
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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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