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https://github.com/Ryujinx/Opentk.git
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d2f28a6e97
Modified KeyboardDevice.KeyDown/KeyUp to follow the class library design guidelines. Modified samples to use the new KeyDown/KeyUp event signatures.
123 lines
4.6 KiB
C#
123 lines
4.6 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 System.Drawing;
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using System.Threading;
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using OpenTK;
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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, "Test", Documentation="GameWindowStates")]
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public class GameWindowStates : GameWindow
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{
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readonly Font TextFont = new Font(FontFamily.GenericSansSerif, 16);
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readonly Bitmap TextBitmap = new Bitmap(512, 512);
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int texture;
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public GameWindowStates()
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: base(800, 600)
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{
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VSync = VSyncMode.On;
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Keyboard.KeyUp += KeyUpHandler;
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WindowBorderChanged += WindowBorderOrStateChangedHandler;
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WindowStateChanged += WindowBorderOrStateChangedHandler;
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}
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void KeyUpHandler(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: this.Exit(); 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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}
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}
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void WindowBorderOrStateChangedHandler(object sender, EventArgs e)
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{
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using (Graphics gfx = Graphics.FromImage(TextBitmap))
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{
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gfx.Clear(Color.MidnightBlue);
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gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit;
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gfx.DrawString(String.Format("[1 - 4]: change WindowState (current: {0}).", this.WindowState), TextFont, Brushes.White, new PointF(0, 0));
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gfx.DrawString(String.Format("[5 - 7]: change WindowBorder (current: {0}).", this.WindowBorder), TextFont, Brushes.White, new PointF(0, TextFont.Height));
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}
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System.Drawing.Imaging.BitmapData data = TextBitmap.LockBits(new 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, PixelType.UnsignedByte, data.Scan0);
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TextBitmap.UnlockBits(data);
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}
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public override void OnLoad(EventArgs e)
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{
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GL.ClearColor(Color.MidnightBlue);
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GL.Enable(EnableCap.Texture2D);
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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, 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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// Make sure text is displayed when the application starts.
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WindowBorderOrStateChangedHandler(this, EventArgs.Empty);
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}
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protected override void OnResize(EventArgs e)
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{
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GL.Viewport(0, 0, Width, Height);
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Matrix4 ortho_projection = Matrix4.CreateOrthographicOffCenter(0, Width, Height, 0, -1, 1);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadMatrix(ref ortho_projection);
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}
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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GL.Clear(ClearBufferMask.ColorBufferBit);
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GL.Begin(BeginMode.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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SwapBuffers();
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Thread.Sleep(5);
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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(20.0);
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}
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}
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}
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}
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