mirror of
https://github.com/Ryujinx/Opentk.git
synced 2024-12-29 14:15:36 +00:00
8f159aef72
Added all Raw Input structs, functions and enums in Windows.API. WinRawKeyboard implements IKeyboard using Raw Input on Windows.
269 lines
7.3 KiB
C#
269 lines
7.3 KiB
C#
#region --- License ---
|
|
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
|
|
* See license.txt for license info
|
|
*/
|
|
#endregion
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Text;
|
|
using System.Diagnostics;
|
|
|
|
using OpenTK.Input;
|
|
using OpenTK.Platform;
|
|
|
|
namespace OpenTK
|
|
{
|
|
public class GameWindow : OpenTK.Platform.IGLControl, OpenTK.Platform.IGameWindow
|
|
{
|
|
private INativeWindow glWindow;
|
|
private ResizeEventArgs resizeEventArgs = new ResizeEventArgs();
|
|
|
|
#region --- Contructors ---
|
|
|
|
/// <summary>
|
|
/// Constructs a new GameWindow, using a safe DisplayMode.
|
|
/// </summary>
|
|
public GameWindow()
|
|
{
|
|
System.Diagnostics.Debug.Listeners.Clear();
|
|
System.Diagnostics.Debug.Listeners.Add(new TextWriterTraceListener(Console.Out));
|
|
System.Diagnostics.Debug.AutoFlush = true;
|
|
System.Diagnostics.Trace.Listeners.Clear();
|
|
System.Diagnostics.Trace.Listeners.Add(new TextWriterTraceListener(Console.Out));
|
|
System.Diagnostics.Trace.AutoFlush = true;
|
|
|
|
if (Environment.OSVersion.Platform == PlatformID.Win32NT ||
|
|
Environment.OSVersion.Platform == PlatformID.Win32Windows)
|
|
{
|
|
// Create a new Windows native window. We want to be notified when it's ready,
|
|
// in order to do some preparatory work.
|
|
glWindow = new OpenTK.Platform.Windows.WinGLNative();
|
|
}
|
|
else if (Environment.OSVersion.Platform == PlatformID.Unix ||
|
|
Environment.OSVersion.Platform == (PlatformID)128) // some older versions of Mono reported 128.
|
|
{
|
|
glWindow = new OpenTK.Platform.X11.X11GLNative();
|
|
}
|
|
else
|
|
{
|
|
throw new PlatformNotSupportedException(
|
|
"Your operating system is not currently supported. We are sorry for the inconvenience."
|
|
);
|
|
}
|
|
|
|
glWindow.Context.MakeCurrent();
|
|
|
|
// When the glWindow construction is complete, hook the resize events.
|
|
resizeEventArgs.Width = this.Width;
|
|
resizeEventArgs.Height = this.Height;
|
|
glWindow.Resize += new ResizeEvent(glWindow_Resize);
|
|
glWindow.Create += new CreateEvent(glWindow_Create);
|
|
}
|
|
|
|
void glWindow_Create(object sender, EventArgs e)
|
|
{
|
|
this.OnCreate(e);
|
|
}
|
|
|
|
void glWindow_Resize(object sender, ResizeEventArgs e)
|
|
{
|
|
this.OnResize(e);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region --- IGLControl Members ---
|
|
|
|
#region public bool IsIdle
|
|
|
|
public bool IsIdle
|
|
{
|
|
get { return glWindow.IsIdle; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public bool Fullscreen
|
|
|
|
public bool Fullscreen
|
|
{
|
|
get { return glWindow.Fullscreen; }
|
|
set { glWindow.Fullscreen = value; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public OpenTK.Platform.IGLContext Context
|
|
|
|
public OpenTK.Platform.IGLContext Context
|
|
{
|
|
get { return glWindow.Context; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public bool Quit
|
|
|
|
public bool Quit
|
|
{
|
|
get { return glWindow.Quit; }
|
|
set { glWindow.Quit = value; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region --- IGameWindow Members ---
|
|
|
|
/// <summary>
|
|
/// Runs a default game loop on the GameWindow.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// <para>
|
|
/// A default game loop consists of three parts: Event processing,
|
|
/// a frame update and a frame render.
|
|
/// </para>
|
|
/// <para>
|
|
/// Override this function if you want to change the behaviour of the
|
|
/// default game loop. If you override this function, you must place
|
|
/// a call to the ProcessEvents function, so that your window will respond
|
|
/// to Operating System events.
|
|
/// </para>
|
|
/// </remarks>
|
|
public virtual void Run()
|
|
{
|
|
while (!this.Quit)
|
|
{
|
|
this.ProcessEvents();
|
|
this.UpdateFrame();
|
|
this.RenderFrame();
|
|
}
|
|
}
|
|
|
|
public void ProcessEvents()
|
|
{
|
|
glWindow.ProcessEvents();
|
|
}
|
|
|
|
#region public event CreateEvent Create;
|
|
|
|
public event CreateEvent Create;
|
|
|
|
private void OnCreate(EventArgs e)
|
|
{
|
|
if (this.Create != null)
|
|
{
|
|
this.Create(this, e);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
public virtual void RenderFrame()
|
|
{
|
|
if (RenderFrameNotify != null)
|
|
RenderFrameNotify(EventArgs.Empty);
|
|
}
|
|
|
|
public virtual void UpdateFrame()
|
|
{
|
|
if (UpdateFrameNotify != null)
|
|
UpdateFrameNotify(EventArgs.Empty);
|
|
}
|
|
|
|
public event UpdateFrameEvent UpdateFrameNotify;
|
|
public event RenderFrameEvent RenderFrameNotify;
|
|
|
|
public IKeyboard Key
|
|
{
|
|
get { return glWindow.Key; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region --- IResizable Members ---
|
|
|
|
#region public int Width, Height
|
|
|
|
public int Width
|
|
{
|
|
get { return glWindow.Width; }
|
|
set
|
|
{
|
|
if (value == this.Width)
|
|
{
|
|
return;
|
|
}
|
|
else if (value > 0)
|
|
{
|
|
glWindow.Width = value;
|
|
}
|
|
else
|
|
{
|
|
throw new ArgumentOutOfRangeException(
|
|
"Width",
|
|
value,
|
|
"Width must be greater than 0"
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
if (this.Resize != null)
|
|
this.Resize(this, e);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region --- IDisposable Members ---
|
|
|
|
public void Dispose()
|
|
{
|
|
glWindow.Dispose();
|
|
glWindow = null;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|