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a282f44983
Silenced all compiler warnings.
444 lines
14 KiB
C#
444 lines
14 KiB
C#
#region License
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/*
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MIT License
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Copyright ©2003-2006 Tao Framework Team
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http://www.taoframework.com
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All rights reserved.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#endregion License
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using System;
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using System.ComponentModel;
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using System.Diagnostics;
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using System.Drawing;
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using System.IO;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using System.Windows.Forms;
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using OpenTK.Graphics.OpenGL;
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namespace Tao.Platform.Windows
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{
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/// <summary>
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/// Provides a simple OpenGL control allowing quick development of Windows.Forms-based
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/// OpenGL applications. Relies on OpenTK.GLControl for cross-platform compatibility.
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/// </summary>
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[Obsolete("Use OpenTK.GLControl instead.")]
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public partial class SimpleOpenGlControl : OpenTK.GLControl
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{
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#region Fields
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private bool autoCheckErrors = false; // Should we provide glGetError()?
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private bool autoFinish = false; // Should we provide a glFinish()?
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private bool autoMakeCurrent = true; // Should we automatically make the rendering context current?
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private bool autoSwapBuffers = true; // Should we automatically swap buffers?
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private byte accumBits = 0; // Accumulation buffer bits
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private byte colorBits = 32; // Color buffer bits
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private byte depthBits = 16; // Depth buffer bits
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private byte stencilBits = 0; // Stencil buffer bits
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private ErrorCode errorCode = ErrorCode.NoError; // The GL error code
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private int logScaleX = 96; // DPI Resolution in X dir
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private int logScaleY = 96; // DPI Resolution in Y dir
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#endregion
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#region Constructors
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#region SimpleOpenGlControl()
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/// <summary>
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/// Constructor. Creates contexts and sets properties.
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/// </summary>
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public SimpleOpenGlControl()
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{
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InitializeStyles();
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InitializeComponent();
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InitializeBackground();
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}
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#endregion SimpleOpenGlControl()
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#endregion
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#region Public Members
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#region DestroyContexts()
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/// <summary>
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///
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/// </summary>
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public void DestroyContexts()
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{
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Context.Dispose();
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}
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#endregion DestroyContexts()
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#region Draw()
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/// <summary>
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/// Sends an see cref="UserControl.Invalidate" command to this control, thus
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/// forcing a redraw to occur.
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/// </summary>
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public void Draw()
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{
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this.Invalidate();
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}
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#endregion Draw()
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#region InitializeContexts()
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/// <summary>
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/// Creates the OpenGL contexts.
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/// </summary>
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public void InitializeContexts()
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{
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// No need to do anything, handled by the GLControl.
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}
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#endregion InitializeContexts()
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#region LogScaleX
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/// <summary>
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/// Gets the number of logical pixels or dots per inch (dpi) in X-direction
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/// </summary>
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[Category("OpenGL Properties"), Description("Logical pixels per inch in X-direction.")]
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public int LogScaleX
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{
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get
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{
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return logScaleX;
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}
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}
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#endregion
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#region LogScaleY
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/// <summary>
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/// Gets the number of logical pixels or dots per inch (dpi) in Y-direction
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/// </summary>
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[Category("OpenGL Properties"), Description("Logical pixels per inch in Y-direction.")]
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public int LogScaleY
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{
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get
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{
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return logScaleY;
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}
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}
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#endregion
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#region AccumBits
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/// <summary>
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/// Gets and sets the OpenGL control's accumulation buffer depth.
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/// </summary>
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[Category("OpenGL Properties"), Description("Accumulation buffer depth in bits.")]
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public byte AccumBits
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{
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get
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{
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return accumBits;
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}
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set
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{
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accumBits = value;
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}
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}
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#endregion
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#region ColorBits
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/// <summary>
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/// Gets and sets the OpenGL control's color buffer depth.
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/// </summary>
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[Category("OpenGL Properties"), Description("Color buffer depth in bits.")]
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public byte ColorBits
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{
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get
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{
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return colorBits;
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}
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set
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{
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colorBits = value;
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}
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}
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#endregion
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#region DepthBits
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/// <summary>
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/// Gets and sets the OpenGL control's depth buffer (Z-buffer) depth.
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/// </summary>
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[Category("OpenGL Properties"), Description("Depth buffer (Z-buffer) depth in bits.")]
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public byte DepthBits
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{
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get
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{
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return depthBits;
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}
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set
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{
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depthBits = value;
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}
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}
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#endregion
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#region StencilBits
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/// <summary>
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/// Gets and sets the OpenGL control's stencil buffer depth.
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/// </summary>
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[Category("OpenGL Properties"), Description("Stencil buffer depth in bits.")]
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public byte StencilBits
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{
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get
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{
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return stencilBits;
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}
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set
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{
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stencilBits = value;
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}
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}
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#endregion
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#region AutoCheckErrors
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/// <summary>
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/// Gets and sets the OpenGL control's automatic sending of a glGetError command
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/// after drawing.
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/// </summary>
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[Category("OpenGL Properties"), Description("Automatically send a glGetError command after drawing?")]
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public bool AutoCheckErrors
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{
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get
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{
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return autoCheckErrors;
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}
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set
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{
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autoCheckErrors = value;
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}
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}
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#endregion
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#region AutoFinish
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/// <summary>
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/// Gets and sets the OpenGL control's automatic sending of a glFinish command
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/// after drawing.
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/// </summary>
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[Category("OpenGL Properties"), Description("Automatically send a glFinish command after drawing?")]
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public bool AutoFinish
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{
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get
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{
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return autoFinish;
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}
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set
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{
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autoFinish = value;
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}
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}
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#endregion
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#region AutoMakeCurrent
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/// <summary>
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/// Gets and sets the OpenGL control's automatic forcing of the rendering context to
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/// be current before drawing.
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/// </summary>
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[Category("OpenGL Properties"), Description("Automatically make the rendering context current before drawing?")]
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public bool AutoMakeCurrent
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{
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get
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{
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return autoMakeCurrent;
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}
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set
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{
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autoMakeCurrent = value;
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}
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}
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#endregion
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#region AutoSwapBuffers
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/// <summary>
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/// Gets and sets the OpenGL control's automatic sending of a SwapBuffers command
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/// after drawing.
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/// </summary>
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[Category("OpenGL Properties"), Description("Automatically send a SwapBuffers command after drawing?")]
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public bool AutoSwapBuffers
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{
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get
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{
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return autoSwapBuffers;
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}
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set
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{
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autoSwapBuffers = value;
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}
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}
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#endregion
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#endregion
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#region Protected Members
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#region OnPaint
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/// <summary>
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/// Paints the control.
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/// </summary>
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/// <param name="e">The paint event arguments.</param>
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protected override void OnPaint(PaintEventArgs e)
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{
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if (this.DesignMode)
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{
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e.Graphics.Clear(this.BackColor);
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if (this.BackgroundImage != null)
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e.Graphics.DrawImage(this.BackgroundImage, this.ClientRectangle, 0, 0, this.BackgroundImage.Width, this.BackgroundImage.Height, GraphicsUnit.Pixel);
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e.Graphics.Flush();
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return;
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}
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if (autoMakeCurrent)
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{
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MakeCurrent();
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}
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base.OnPaint(e);
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if (autoFinish)
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{
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GL.Finish();
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}
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if (autoCheckErrors)
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{
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errorCode = GL.GetError();
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if (errorCode != ErrorCode.NoError)
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{
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switch (errorCode)
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{
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case ErrorCode.InvalidEnum:
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MessageBox.Show("GL_INVALID_ENUM - An unacceptable value has been specified for an enumerated argument. The offending function has been ignored.", "OpenGL Error", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
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break;
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case ErrorCode.InvalidValue:
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MessageBox.Show("GL_INVALID_VALUE - A numeric argument is out of range. The offending function has been ignored.", "OpenGL Error", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
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break;
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case ErrorCode.InvalidOperation:
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MessageBox.Show("GL_INVALID_OPERATION - The specified operation is not allowed in the current state. The offending function has been ignored.", "OpenGL Error", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
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break;
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case ErrorCode.StackOverflow:
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MessageBox.Show("GL_STACK_OVERFLOW - This function would cause a stack overflow. The offending function has been ignored.", "OpenGL Error", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
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break;
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case ErrorCode.StackUnderflow:
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MessageBox.Show("GL_STACK_UNDERFLOW - This function would cause a stack underflow. The offending function has been ignored.", "OpenGL Error", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
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break;
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case ErrorCode.OutOfMemory:
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MessageBox.Show("GL_OUT_OF_MEMORY - There is not enough memory left to execute the function. The state of OpenGL has been left undefined.", "OpenGL Error", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
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break;
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default:
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MessageBox.Show("Unknown GL error. This should never happen.", "OpenGL Error", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
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break;
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}
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}
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}
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if (autoSwapBuffers)
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{
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SwapBuffers();
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}
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}
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#endregion
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#region CreateParams
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/// <summary>
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/// Overrides the control's class style parameters.
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/// </summary>
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protected override CreateParams CreateParams
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{
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get
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{
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Int32 CS_VREDRAW = 0x1;
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Int32 CS_HREDRAW = 0x2;
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Int32 CS_OWNDC = 0x20;
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CreateParams cp = base.CreateParams;
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cp.ClassStyle = cp.ClassStyle | CS_VREDRAW | CS_HREDRAW | CS_OWNDC;
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return cp;
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}
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}
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#endregion
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#endregion
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#region Private Members
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#region InitializeBackground
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/// <summary>
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/// Loads the bitmap from the assembly's manifest resource.
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/// </summary>
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private void InitializeBackground()
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{
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try
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{
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this.BackgroundImage = OpenTK.Compatibility.Properties.Resources.TaoButton;
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}
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catch (Exception)
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{
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this.BackgroundImage = null;
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}
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}
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#endregion
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#region InitializeStyles
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/// <summary>
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/// Initializes the control's styles.
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/// </summary>
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private void InitializeStyles()
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{
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this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);
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this.SetStyle(ControlStyles.DoubleBuffer, false);
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this.SetStyle(ControlStyles.Opaque, true);
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this.SetStyle(ControlStyles.ResizeRedraw, true);
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this.SetStyle(ControlStyles.UserPaint, true);
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}
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#endregion
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#endregion
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}
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} |