Opentk/Source/OpenTK/Platform/SDL2/Sdl2Factory.cs
thefiddler 3e33ac9280 [Platform] Refactored INativeWindow backends
All INativeWindow implementations are now derived from
NativeWindowBase. They no longer implement legacy IInputDriver
themselves, but rather rely on LegacyInputDriver provided by
NativeWindowBase for compatibility. They also implement the new Mouse*
events.
2014-05-02 16:52:11 +02:00

122 lines
4.2 KiB
C#

#region License
//
// The Open Toolkit Library License
//
// Copyright (c) 2006 - 2013 Stefanos Apostolopoulos for the Open Toolkit library.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do
// so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
//
#endregion
using System;
using System.Diagnostics;
using OpenTK.Graphics;
using OpenTK.Input;
namespace OpenTK.Platform.SDL2
{
class Sdl2Factory : PlatformFactoryBase
{
readonly Sdl2InputDriver InputDriver = new Sdl2InputDriver();
/// <summary>
/// Gets or sets a value indicating whether to use SDL2 fullscreen-desktop mode
/// for fullscreen windows. When true, then GameWindow instances will not change
/// DisplayDevice resolutions when going fullscreen. When false, fullscreen GameWindows
/// will change the device resolution to match their size.
/// </summary>
/// <remarks>>
/// This is a workaround for the lack of ChangeResolution support in SDL2.
/// When and if this changes upstream, we should remove this code.
/// </remarks>
public static bool UseFullscreenDesktop { get; set; }
public Sdl2Factory()
{
UseFullscreenDesktop = true;
}
#region IPlatformFactory implementation
public override INativeWindow CreateNativeWindow(int x, int y, int width, int height, string title, GraphicsMode mode, GameWindowFlags options, DisplayDevice device)
{
return new Sdl2NativeWindow(x, y, width, height, title, options, device);
}
public override IDisplayDeviceDriver CreateDisplayDeviceDriver()
{
return new Sdl2DisplayDeviceDriver();
}
public override IGraphicsContext CreateGLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
{
return new Sdl2GraphicsContext(mode, window, shareContext, major, minor, flags);
}
public override IGraphicsContext CreateGLContext(ContextHandle handle, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
{
throw new NotImplementedException();
}
public override GraphicsContext.GetCurrentContextDelegate CreateGetCurrentGraphicsContext()
{
return (GraphicsContext.GetCurrentContextDelegate)delegate
{
return Sdl2GraphicsContext.GetCurrentContext();
};
}
public override IKeyboardDriver2 CreateKeyboardDriver()
{
return InputDriver.KeyboardDriver;
}
public override IMouseDriver2 CreateMouseDriver()
{
return InputDriver.MouseDriver;
}
public override IJoystickDriver2 CreateJoystickDriver()
{
return InputDriver.JoystickDriver;
}
#endregion
#region IDisposable Members
protected override void Dispose(bool manual)
{
if (!IsDisposed)
{
if (manual)
{
InputDriver.Dispose();
}
base.Dispose(manual);
}
}
#endregion
}
}