mirror of
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744 lines
24 KiB
C#
744 lines
24 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.Platform;
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using OpenTK.Input;
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using System.Threading;
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using OpenTK.OpenGL;
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namespace OpenTK
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{
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public class GameWindow : OpenTK.Platform.IGameWindow
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{
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#region --- Fields ---
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private INativeGLWindow glWindow;
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private ResizeEventArgs resizeEventArgs = new ResizeEventArgs();
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private DisplayMode mode;
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private InputDriver driver;
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private bool isExiting;
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private bool disposed;
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private double updateTime, renderTime, eventTime, frameTime;
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#endregion
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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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switch (Environment.OSVersion.Platform)
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{
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case PlatformID.Win32NT:
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case PlatformID.Win32S:
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case PlatformID.Win32Windows:
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case PlatformID.WinCE:
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glWindow = new OpenTK.Platform.Windows.WinGLNative();
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break;
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case PlatformID.Unix:
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case (PlatformID)128:
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glWindow = new OpenTK.Platform.X11.X11GLNative();
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break;
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default:
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throw new PlatformNotSupportedException("Your platform is not supported currently. Please, refer to http://opentk.sourceforge.net for more information.");
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}
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glWindow.Resize += new ResizeEvent(glWindow_Resize);
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glWindow.Create += new CreateEvent(glWindow_CreateInputDriver);
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glWindow.Destroy += new DestroyEvent(glWindow_Destroy);
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}
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void glWindow_Destroy(object sender, EventArgs e)
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{
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Debug.Print("GameWindow destruction imminent.");
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this.isExiting = true;
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this.OnDestroy(EventArgs.Empty);
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glWindow.Destroy -= glWindow_Destroy;
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//this.Dispose();
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}
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void glWindow_CreateInputDriver(object sender, EventArgs e)
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{
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//glWindow.Context.MakeCurrent();
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if (driver == null)
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driver = new InputDriver(this.WindowInfo);
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glWindow.Create -= glWindow_CreateInputDriver;
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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 --- Internal Properties ---
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#region public IList<OpenTK.Input.IInputDevice> Input
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internal InputDriver InputDriver
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{
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get
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{
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if (driver == null && !this.IsExiting)
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{
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Debug.WriteLine("WARNING: Accessed null InputDriver - creating new. This may indicate a prorgamming error.");
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driver = new InputDriver(this.WindowInfo);
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}
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return driver;
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}
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}
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#endregion
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#endregion
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#region --- INativeGLWindow Members ---
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#region public void Exit()
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/// <summary>
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/// Gracefully exits the current GameWindow.
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/// Override if you want to provide yor own exit sequence.
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/// If you override this method, place a call to base.Exit(), to ensure
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/// proper OpenTK shutdown.
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/// </summary>
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public virtual void Exit()
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{
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isExiting = true;
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//glWindow.Exit();
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//this.Dispose();
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}
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#endregion
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#region public bool IsIdle
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/// <summary>
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/// Gets a value indicating whether the current GameWindow is idle.
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/// If true, the OnUpdateFrame and OnRenderFrame functions should be called.
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/// </summary>
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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 IGLContext Context
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/// <summary>
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/// Returns the opengl IGLontext associated with the current GameWindow.
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/// Forces window creation.
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/// </summary>
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public IGLContext Context
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{
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get
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{
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if (!this.Exists && !this.IsExiting)
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{
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Debug.WriteLine("WARNING: OpenGL Context accessed before creating a render window. This may indicate a programming error. Force-creating a render window.");
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mode = new DisplayMode(640, 480);
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this.CreateWindow(mode);
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}
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return glWindow.Context;
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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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/// Gets a value indicating whether a render window has been exists.
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/// </summary>
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public bool Exists
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{
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get { return glWindow == null ? false : glWindow.Exists; }
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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 glWindow.WindowInfo; }
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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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/// Creates a new render window. The Create event is raised after the window creation
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/// is complete, to allow resource initalisation.
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/// </summary>
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/// <param name="mode">The DisplayMode of the render window.</param>
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/// <exception cref="ApplicationException">Occurs when a render window already exists.</exception>
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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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try
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{
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glWindow.CreateWindow(mode);
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}
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catch (ApplicationException expt)
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{
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Debug.Print(expt.ToString());
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throw;
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}
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//OpenTK.OpenGL.GL.LoadAll();
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}
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else
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{
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throw new ApplicationException("A render window already exists");
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}
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}
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#endregion
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#region OnCreate
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[Obsolete("The Create event is obsolete and will be removed on later versions. Use the Load event instead.")]
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public event CreateEvent Create;
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/// <summary>
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/// Raises the Create event. Override in derived classes to initialize resources.
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/// </summary>
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/// <param name="e"></param>
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[Obsolete("The OnCreate method is obsolete and will be removed on later versions. Use the OnLoad method instead.")]
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public virtual void OnCreate(EventArgs e)
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{
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Debug.WriteLine("Firing GameWindow.Create event");
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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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#region public void DestroyWindow()
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/// <summary>
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/// Destroys the GameWindow. The Destroy event is raised before destruction commences
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/// (while the opengl context still exists), to allow resource cleanup.
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/// </summary>
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public void DestroyWindow()
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{
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if (Exists)
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{
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glWindow.DestroyWindow();
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}
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else
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{
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throw new ApplicationException("Tried to destroy inexistent window.");
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}
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}
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#endregion
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#region OnDestroy
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/// <summary>
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/// Raises the Destroy event. Override in derived classes, to modify the shutdown
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/// sequence (e.g. to release resources before shutdown).
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/// </summary>
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/// <param name="e"></param>
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public virtual void OnDestroy(EventArgs e)
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{
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Debug.WriteLine("Firing GameWindow.Destroy event");
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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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public event DestroyEvent Destroy;
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#endregion
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#endregion
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#region --- IGameWindow Members ---
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#region public virtual void Run()
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/// <summary>
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/// Enters the game loop of GameWindow, updating and rendering at the maximum possible frequency.
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/// </summary>
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/// <see cref="public virtual void Run(float update_frequency, float render_frequency)"/>
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public void Run()
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{
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Run(0.0, 0.0);
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}
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/// <summary>
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/// Runs the default game loop on GameWindow at the specified update frequency, maintaining the
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/// maximum possible render frequency.
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/// </summary>
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/// <see cref="public virtual void Run(double updateFrequency, double renderFrequency)"/>
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public void Run(double updateFrequency)
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{
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Run(updateFrequency, 0.0);
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}
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/// <summary>
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/// Runs the default game loop on GameWindow at the specified update and render frequency.
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/// </summary>
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/// <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>
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/// <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>
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/// <remarks>
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/// <para>
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/// A default game loop consists of three parts: Event processing, frame updating and a frame rendering.
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/// This function will try to maintain the requested updateFrequency at all costs, dropping the renderFrequency if
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/// there is not enough CPU time.
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/// </para>
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/// <para>
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/// It is recommended that you specify a target for update- and renderFrequency.
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/// Doing so, will yield unused CPU time to other processes, dropping power consumption
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/// and maximizing batter life. If either frequency is left unspecified, the GameWindow
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/// will consume all available CPU time (only useful for benchmarks and stress tests).
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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, to ensure 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(double updateFrequency, double renderFrequency)
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{
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this.OnLoad(EventArgs.Empty);
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resizeEventArgs.Width = this.Width;
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resizeEventArgs.Height = this.Height;
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this.OnResize(resizeEventArgs);
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Debug.Print("Entering main loop");
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Stopwatch watch = new Stopwatch();
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UpdateFrameEventArgs updateArgs = new UpdateFrameEventArgs();
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RenderFrameEventArgs renderArgs = new RenderFrameEventArgs();
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double update_target = 0.0, render_target = 0.0, next_update = 0.0, next_render = 0.0;
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double time, total_time;
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if (updateFrequency > 0.0)
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{
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next_update = update_target = 1.0 / updateFrequency;
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}
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if (renderFrequency > 0.0)
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{
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next_render = render_target = 1.0 / renderFrequency;
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}
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while (this.Exists && !IsExiting)
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{
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total_time = frameTime = watch.Elapsed.TotalSeconds;
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if (total_time > 0.1)
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total_time = 0.1;
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updateArgs.Time = renderArgs.Time = total_time;
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watch.Reset();
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watch.Start();
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time = watch.Elapsed.TotalSeconds;
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this.ProcessEvents();
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eventTime = watch.Elapsed.TotalSeconds - time;
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if (!IsExiting)
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{
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time = watch.Elapsed.TotalSeconds;
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next_update -= (total_time + time);
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while (next_update <= 0.0)
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{
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updateArgs.Time += watch.Elapsed.TotalSeconds;
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this.OnUpdateFrame(updateArgs);
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if (update_target == 0.0)
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break;
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next_update += update_target;
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}
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updateTime = watch.Elapsed.TotalSeconds - time;
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time = watch.Elapsed.TotalSeconds;
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next_render -= (total_time + time);
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if (next_render <= 0.0)
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{
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renderArgs.Time += time;
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this.OnRenderFrame(renderArgs);
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next_render += render_target;
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}
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renderTime = watch.Elapsed.TotalSeconds - time;
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if (renderTime < render_target && updateTime < update_target)
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{
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Thread.Sleep((int)(1000.0 * System.Math.Min(
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render_target - renderTime, update_target - updateTime)));
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}
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}
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}
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if (this.Exists)
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{
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glWindow.DestroyWindow();
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while (this.Exists)
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{
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this.ProcessEvents();
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}
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}
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}
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#endregion
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#region public void ProcessEvents()
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/// <summary>
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/// Processes operating system events until the GameWindow becomes idle.
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/// </summary>
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/// <remarks>
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/// When overriding the default GameWindow game loop (provided by the Run() function)
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/// you should call ProcessEvents() to ensure that your GameWindow responds to
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/// operating system events.
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/// <para>
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/// Once ProcessEvents() returns, it is time to call update and render the next frame.
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/// </para>
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/// </remarks>
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public void ProcessEvents()
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{
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if (driver != null)
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driver.Poll();
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glWindow.ProcessEvents();
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}
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#endregion
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#region public virtual void OnRenderFrame(RenderFrameEventArgs e)
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/// <summary>
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/// Raises the RenderFrame event. Override in derived classes to render a frame.
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/// </summary>
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/// <remarks>
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/// If overriden, the base.OnRenderFrame() function should be called, to ensure
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/// listeners are notified of RenderFrame events.
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/// </remarks>
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public virtual void OnRenderFrame(RenderFrameEventArgs e)
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{
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if (!this.Exists && !this.IsExiting)
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{
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Debug.Print("WARNING: RenderFrame event raised, without a valid render window. This may indicate a programming error. Creating render window.");
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mode = new DisplayMode(640, 480);
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this.CreateWindow(mode);
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}
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if (RenderFrame != null)
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RenderFrame(this, e);
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}
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/// <summary>
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/// Occurs when it is time to render the next frame.
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/// </summary>
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public event RenderFrameEvent RenderFrame;
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#endregion
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#region public virtual void OnUpdateFrame(UpdateFrameEventArgs e)
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/// <summary>
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/// Raises the UpdateFrame event. Override in derived classes to update a frame.
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/// </summary>
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/// <remarks>
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/// If overriden, the base.OnUpdateFrame() function should be called, to ensure
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/// listeners are notified of UpdateFrame events.
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/// </remarks>
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public virtual void OnUpdateFrame(UpdateFrameEventArgs e)
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{
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if (!this.Exists && !this.IsExiting)
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{
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Debug.Print("WARNING: UpdateFrame event raised, without a valid render window. This may indicate a programming error. Creating render window.");
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mode = new DisplayMode(640, 480);
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this.CreateWindow(mode);
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}
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if (UpdateFrame != null)
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UpdateFrame(this, e);
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}
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/// <summary>
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/// Occurs when it is time to update the next frame.
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/// </summary>
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public event UpdateFrameEvent UpdateFrame;
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#endregion
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#region public virtual void OnLoad(EventArgs e)
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/// <summary>
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/// Raises the Load event. Override to load resources that should
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/// be maintained for the lifetime of the application.
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/// </summary>
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public virtual void OnLoad(EventArgs e)
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{
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Debug.Print("Firing GameWindow.Load event.");
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if (this.Load != null)
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{
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this.Load(this, e);
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}
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}
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/// <summary>
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/// Occurs after the GameWindow has been created, but before
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/// entering the main loop.
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/// </summary>
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public event LoadEvent Load;
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#endregion
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#region public void SwapBuffers()
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/// <summary>
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/// Swaps the front and back buffer, presenting the rendered scene to the user.
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/// Only useful in double- or triple-buffered formats.
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/// </summary>
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/// <remarks>Calling this function is equivalent to calling Context.SwapBuffers()</remarks>
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public void SwapBuffers()
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{
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Context.SwapBuffers();
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}
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#endregion
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#region public bool IsExiting
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/// <summary>
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/// Gets a value indicating whether the shutdown sequence has been initiated
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/// for this window, by calling GameWindow.Exit() or hitting the 'close' button.
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/// If this property is true, it is no longer safe to use any OpenTK.Input or
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/// OpenTK.OpenGL functions or properties.
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/// </summary>
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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 IList<Keyboard> Keyboard
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/// <summary>
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/// Gets the list of available Keyboard devices.
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/// </summary>
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public IList<Keyboard> Keyboard
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{
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get
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{
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return InputDriver.Keyboard;
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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, Height
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/// <summary>
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/// Gets or sets the Width of the GameWindow's rendering area, in pixels.
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/// </summary>
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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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/// <summary>
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/// Gets or sets the Height of the GameWindow's rendering area, in pixels.
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/// </summary>
|
|
public int Height
|
|
{
|
|
get { return glWindow.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;
|
|
|
|
public event ResizeEvent Resize;
|
|
|
|
/// <summary>
|
|
/// Raises the Resize event.
|
|
/// </summary>
|
|
/// <param name="e">Contains the new Width and Height of the window.</param>
|
|
protected virtual void OnResize(ResizeEventArgs e)
|
|
{
|
|
Debug.Print("Firing GameWindow.Resize event: {0}.", e.ToString());
|
|
if (this.Resize != null)
|
|
this.Resize(this, 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 ---
|
|
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
}
|
|
|
|
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 (driver != null)
|
|
{
|
|
driver.Dispose();
|
|
driver = null;
|
|
}
|
|
|
|
if (glWindow != null)
|
|
{
|
|
glWindow.Dispose();
|
|
glWindow = null;
|
|
}
|
|
}
|
|
disposed = true;
|
|
}
|
|
}
|
|
|
|
#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; }
|
|
}
|
|
}
|
|
}
|