mirror of
https://github.com/Ryujinx/Opentk.git
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477 lines
17 KiB
C#
477 lines
17 KiB
C#
// This code was written for the OpenTK library and has been released
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// to the Public Domain.
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// It is provided "as is" without express or implied warranty of any kind.
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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 System.Drawing;
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using System.Threading;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using OpenTK.Input;
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namespace Examples.Tests
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{
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[Example("GameWindow States", ExampleCategory.OpenTK, "GameWindow", 4, Documentation = "GameWindowStates")]
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public class GameWindowStates : GameWindow
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{
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static readonly Font TextFont = new Font(FontFamily.GenericSansSerif, 11);
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Bitmap TextBitmap = new Bitmap(1024, 1024);
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StringBuilder TypedText = new StringBuilder();
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int texture;
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bool mouse_in_window = false;
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bool viewport_changed = true;
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// time drift
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Stopwatch watch = new Stopwatch();
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double update_time, render_time;
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// timing information
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double timestamp;
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int update_count;
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int update_fps;
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int render_count;
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int render_fps;
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// position of moving objects on screen
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double variable_update_timestep_pos = -1;
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double variable_refresh_timestep_pos = -1;
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double fixed_update_timestep_pos = -1;
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KeyModifiers modifiers;
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public GameWindowStates()
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: base(800, 600, GraphicsMode.Default)
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{
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VSync = VSyncMode.On;
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Keyboard.KeyRepeat = true;
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KeyDown += KeyDownHandler;
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KeyUp += KeyUpHandler;
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KeyPress += KeyPressHandler;
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MouseEnter += delegate { mouse_in_window = true; };
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MouseLeave += delegate { mouse_in_window = false; };
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Mouse.Move += MouseMoveHandler;
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Mouse.ButtonDown += MouseButtonHandler;
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Mouse.ButtonUp += MouseButtonHandler;
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}
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private void KeyPressHandler(object sender, KeyPressEventArgs e)
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{
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if (TypedText.Length > 32)
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TypedText.Remove(0, 1);
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TypedText.Append(e.KeyChar);
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}
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void KeyDownHandler(object sender, KeyboardKeyEventArgs e)
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{
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switch (e.Key)
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{
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case OpenTK.Input.Key.Escape:
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if (!CursorVisible)
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CursorVisible = true;
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else
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Exit();
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break;
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case Key.Number1: WindowState = WindowState.Normal; break;
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case Key.Number2: WindowState = WindowState.Maximized; break;
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case Key.Number3: WindowState = WindowState.Fullscreen; break;
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case Key.Number4: WindowState = WindowState.Minimized; break;
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case Key.Number5: WindowBorder = WindowBorder.Resizable; break;
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case Key.Number6: WindowBorder = WindowBorder.Fixed; break;
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case Key.Number7: WindowBorder = WindowBorder.Hidden; break;
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case Key.Left: X = X - 16; break;
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case Key.Right: X = X + 16; break;
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case Key.Up: Y = Y - 16; break;
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case Key.Down: Y = Y + 16; break;
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case Key.KeypadPlus:
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case Key.Plus: Size += new Size(16, 16); break;
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case Key.KeypadMinus:
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case Key.Minus: Size -= new Size(16, 16); break;
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case Key.V:
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VSync = VSync == VSyncMode.On ? VSyncMode.Off : VSyncMode.On;
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break;
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case Key.BracketLeft: TargetUpdateFrequency--; break;
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case Key.BracketRight: TargetUpdateFrequency++; break;
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case Key.Comma: TargetRenderFrequency--; break;
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case Key.Period: TargetRenderFrequency++; break;
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}
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modifiers = e.Modifiers;
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}
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void KeyUpHandler(object sender, KeyboardKeyEventArgs e)
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{
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modifiers = e.Modifiers;
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}
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void MouseMoveHandler(object sender, MouseMoveEventArgs e)
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{
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}
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void MouseButtonHandler(object sender, MouseButtonEventArgs e)
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{
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if (e.Button == MouseButton.Left && e.IsPressed)
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{
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CursorVisible = false;
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}
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}
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static int Clamp(int val, int min, int max)
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{
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return val > max ? max : val < min ? min : val;
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}
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static float DrawString(Graphics gfx, string str, int line)
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{
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return DrawString(gfx, str, line, 0);
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}
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static float DrawString(Graphics gfx, string str, int line, float offset)
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{
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gfx.DrawString(str, TextFont, Brushes.White, new PointF(offset, line * TextFont.Height));
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return offset + gfx.MeasureString(str, TextFont).Width;
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}
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int DrawKeyboards(Graphics gfx, int line)
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{
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line++;
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DrawString(gfx, String.Format("Keyboard ({0}):", modifiers), line++);
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for (int i = 0; i < 4; i++)
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{
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var state = OpenTK.Input.Keyboard.GetState(i);
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if (state.IsConnected)
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{
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StringBuilder sb = new StringBuilder();
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sb.Append(i);
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sb.Append(": ");
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for (int key_index = 0; key_index < (int)Key.LastKey; key_index++)
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{
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Key k = (Key)key_index;
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if (state[k])
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{
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sb.Append(k);
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sb.Append(" ");
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}
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}
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DrawString(gfx, sb.ToString(), line++);
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}
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}
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return line;
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}
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static int DrawMice(Graphics gfx, int line)
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{
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line++;
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DrawString(gfx, "Mouse:", line++);
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for (int i = 0; i < 4; i++)
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{
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var state = OpenTK.Input.Mouse.GetState(i);
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if (state.IsConnected)
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{
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StringBuilder sb = new StringBuilder();
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Vector3 pos = new Vector3(state.X, state.Y, state.WheelPrecise);
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sb.Append(i);
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sb.Append(": ");
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sb.Append(pos);
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for (int button_index = 0; button_index < (int)MouseButton.LastButton; button_index++)
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{
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MouseButton b = (MouseButton)button_index;
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if (state[b])
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{
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sb.Append(b);
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sb.Append(" ");
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}
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}
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DrawString(gfx, sb.ToString(), line++);
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}
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}
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return line;
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}
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static int DrawLegacyJoysticks(Graphics gfx, IList<JoystickDevice> joysticks, int line)
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{
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line++;
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DrawString(gfx, "Legacy Joystick:", line++);
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int joy_index = -1;
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foreach (var joy in joysticks)
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{
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joy_index++;
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if (!String.IsNullOrEmpty(joy.Description))
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{
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StringBuilder sb = new StringBuilder();
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sb.Append(joy_index);
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sb.Append(": '");
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sb.Append(joy.Description);
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sb.Append("' ");
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for (int i = 0; i < joy.Axis.Count; i++)
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{
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sb.Append(joy.Axis[i]);
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sb.Append(" ");
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}
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for (int i = 0; i < joy.Button.Count; i++)
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{
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sb.Append(joy.Button[i]);
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sb.Append(" ");
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}
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DrawString(gfx, sb.ToString(), line++);
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}
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}
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return line;
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}
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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double clock_time = watch.Elapsed.TotalSeconds;
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update_time += e.Time;
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timestamp += e.Time;
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update_count++;
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using (Graphics gfx = Graphics.FromImage(TextBitmap))
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{
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int line = 0;
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gfx.Clear(Color.Black);
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gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit;
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// OpenGL information
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DrawString(gfx, GL.GetString(StringName.Renderer), line++);
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DrawString(gfx, GL.GetString(StringName.Version), line++);
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DrawString(gfx, Context.GraphicsMode.ToString(), line++);
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// GameWindow information
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line++;
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DrawString(gfx, "GameWindow:", line++);
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DrawString(gfx, String.Format("[1 - 4]:[5 - 7]: WindowState.{0}:WindowBorder.{1}",
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this.WindowState, this.WindowBorder), line++);
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DrawString(gfx, String.Format("[V]: VSync.{0}.", VSync), line++);
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DrawString(gfx, String.Format("Bounds: {0}", Bounds), line++);
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DrawString(gfx, String.Format("ClientRectangle: {0}", ClientRectangle), line++);
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DrawString(gfx, String.Format("Mouse {0} and {1}. {2}.",
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mouse_in_window ? "inside" : "outside",
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CursorVisible ? "visible" : "hidden",
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Focused ? "Focused" : "Not focused"), line++);
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DrawString(gfx, String.Format("Mouse coordinates: {0}", new Vector3(Mouse.X, Mouse.Y, Mouse.WheelPrecise)), line++);
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// Timing information
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line++;
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DrawString(gfx, "Timing:", line++);
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DrawString(gfx,
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String.Format("Frequency: update {4} ({0:f2}/{1:f2}); render {5} ({2:f2}/{3:f2})",
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UpdateFrequency, TargetUpdateFrequency,
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RenderFrequency, TargetRenderFrequency,
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update_fps, render_fps),
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line++);
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DrawString(gfx,
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String.Format("Period: update {4:N4} ({0:f4}/{1:f4}); render {5:N4} ({2:f4}/{3:f4})",
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UpdatePeriod, TargetUpdatePeriod,
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RenderPeriod, TargetRenderPeriod,
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1.0 / update_fps, 1.0 / render_fps),
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line++);
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DrawString(gfx, String.Format("Time: update {0:f4}; render {1:f4}",
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UpdateTime, RenderTime), line++);
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DrawString(gfx, String.Format("Drift: clock {0:f4}; update {1:f4}; render {2:f4}",
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clock_time, clock_time - update_time, clock_time - render_time), line++);
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DrawString(gfx, String.Format("Text: {0}", TypedText.ToString()), line++);
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if (timestamp >= 1)
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{
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timestamp -= 1;
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update_fps = update_count;
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render_fps = render_count;
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update_count = 0;
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render_count = 0;
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}
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// Input information
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line = DrawKeyboards(gfx, line);
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line = DrawMice(gfx, line);
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line = DrawJoysticks(gfx, line);
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line = DrawLegacyJoysticks(gfx, Joysticks, line);
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}
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fixed_update_timestep_pos += TargetUpdatePeriod;
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variable_update_timestep_pos += e.Time;
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if (fixed_update_timestep_pos >= 1)
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fixed_update_timestep_pos -= 2;
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if (variable_update_timestep_pos >= 1)
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variable_update_timestep_pos -= 2;
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}
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int DrawJoysticks(Graphics gfx, int line)
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{
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line++;
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DrawString(gfx, "GamePad:", line++);
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for (int i = 0; i < 4; i++)
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{
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GamePadCapabilities caps = GamePad.GetCapabilities(i);
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GamePadState state = GamePad.GetState(i);
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if (state.IsConnected)
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{
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DrawString(gfx, String.Format("{0}: {1}", i, caps), line++);
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DrawString(gfx, state.ToString(), line++);
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}
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}
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line++;
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DrawString(gfx, "Joystick:", line++);
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for (int i = 0; i < 4; i++)
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{
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JoystickCapabilities caps = Joystick.GetCapabilities(i);
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JoystickState state = Joystick.GetState(i);
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if (state.IsConnected)
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{
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DrawString(gfx, String.Format("{0}: {1}", i, caps), line++);
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DrawString(gfx, state.ToString(), line++);
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}
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}
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return line;
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}
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protected override void OnLoad(EventArgs e)
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{
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watch.Start();
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GL.ClearColor(Color.MidnightBlue);
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GL.Enable(EnableCap.Texture2D);
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GL.Enable(EnableCap.Blend);
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GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcColor);
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texture = GL.GenTexture();
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GL.BindTexture(TextureTarget.Texture2D, texture);
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, TextBitmap.Width, TextBitmap.Height,
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0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Nearest);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Nearest);
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}
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protected override void OnResize(EventArgs e)
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{
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base.OnResize(e);
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viewport_changed = true;
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}
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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render_time += e.Time;
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render_count++;
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GL.Clear(ClearBufferMask.ColorBufferBit);
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if (viewport_changed)
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{
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viewport_changed = false;
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GL.Viewport(0, 0, Width, Height);
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}
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DrawText();
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DrawMovingObjects();
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variable_refresh_timestep_pos += e.Time;
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if (variable_refresh_timestep_pos >= 1)
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variable_refresh_timestep_pos -= 2;
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SwapBuffers();
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}
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// Uploads our text Bitmap to an OpenGL texture
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// and displays is to screen.
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private void DrawText()
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{
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System.Drawing.Imaging.BitmapData data = TextBitmap.LockBits(
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new System.Drawing.Rectangle(0, 0, TextBitmap.Width, TextBitmap.Height),
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System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
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GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, TextBitmap.Width, TextBitmap.Height, PixelFormat.Bgra,
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PixelType.UnsignedByte, data.Scan0);
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TextBitmap.UnlockBits(data);
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Matrix4 text_projection = Matrix4.CreateOrthographicOffCenter(0, Width, Height, 0, -1, 1);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadMatrix(ref text_projection);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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GL.Color4(Color4.White);
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GL.Enable(EnableCap.Texture2D);
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GL.Begin(PrimitiveType.Quads);
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GL.TexCoord2(0, 0); GL.Vertex2(0, 0);
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GL.TexCoord2(1, 0); GL.Vertex2(TextBitmap.Width, 0);
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GL.TexCoord2(1, 1); GL.Vertex2(TextBitmap.Width, TextBitmap.Height);
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GL.TexCoord2(0, 1); GL.Vertex2(0, TextBitmap.Height);
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GL.End();
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GL.Disable(EnableCap.Texture2D);
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}
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// Draws three moving objects, using three different timing methods:
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// 1. fixed framerate based on TargetUpdatePeriod
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// 2. variable framerate based on UpdateFrame e.Time
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// 3. variable framerate based on RenderFrame e.Time
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// If the timing implementation is correct, all three objects
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// should be moving at the same speed, regardless of the current
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// UpdatePeriod and RenderPeriod.
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void DrawMovingObjects()
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{
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Matrix4 thing_projection = Matrix4.CreateOrthographic(2, 2, -1, 1);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadMatrix(ref thing_projection);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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GL.Translate(fixed_update_timestep_pos, -0.2, 0);
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GL.Color4(Color4.Red);
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DrawRectangle();
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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GL.Translate(variable_update_timestep_pos, -0.4, 0);
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GL.Color4(Color4.DarkGoldenrod);
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DrawRectangle();
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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GL.Translate(variable_refresh_timestep_pos, -0.8, 0);
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GL.Color4(Color4.DarkGreen);
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DrawRectangle();
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}
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private void DrawRectangle()
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{
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GL.Begin(PrimitiveType.Quads);
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GL.Vertex2(-0.05, -0.05);
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GL.Vertex2(+0.05, -0.05);
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GL.Vertex2(+0.05, +0.05);
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GL.Vertex2(-0.05, +0.05);
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GL.End();
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}
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public static void Main()
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{
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using (GameWindowStates ex = new GameWindowStates())
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{
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Utilities.SetWindowTitle(ex);
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ex.Run(30.0);
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}
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}
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}
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}
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