Opentk/Source/OpenTK/GameWindow.cs

492 lines
14 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.Platform;
using OpenTK.Input;
using System.Threading;
namespace OpenTK
{
public class GameWindow : OpenTK.Platform.IGameWindow
{
#region --- Fields ---
private INativeGLWindow glWindow;
private ResizeEventArgs resizeEventArgs = new ResizeEventArgs();
private DisplayMode mode;
private InputDriver driver;
private bool isExiting;
private bool disposed;
#endregion
#region --- Contructors ---
/// <summary>
/// Constructs a new GameWindow, using a safe DisplayMode.
/// </summary>
public GameWindow()
{
if (Environment.OSVersion.Platform == PlatformID.Win32NT ||
Environment.OSVersion.Platform == PlatformID.Win32Windows)
{
glWindow = new OpenTK.Platform.Windows.WinGLNative();
}
else if (Environment.OSVersion.Platform == PlatformID.Unix)
{
glWindow = new OpenTK.Platform.X11.X11GLNative();
}
else
{
throw new PlatformNotSupportedException(
"Your platform is not currently supported. Refer to http://opentk.sourceforge.net for more information."
);
}
glWindow.Resize += new ResizeEvent(glWindow_Resize);
glWindow.Create += new CreateEvent(glWindow_CreateInputDriver);
}
void glWindow_CreateInputDriver(object sender, EventArgs e)
{
//glWindow.Context.MakeCurrent();
if (driver == null)
driver = new InputDriver(this.WindowInfo);
glWindow.Create -= glWindow_CreateInputDriver;
this.OnCreate(e);
}
void glWindow_Resize(object sender, ResizeEventArgs e)
{
this.OnResize(e);
}
#endregion
#region --- Internal Properties ---
#region public IList<OpenTK.Input.IInputDevice> Input
internal InputDriver InputDriver
{
get
{
if (driver == null)
{
Debug.WriteLine("WARNING: Accessed null InputDriver - creating new. This may indicate a prorgamming error.");
driver = new InputDriver(this.WindowInfo);
}
return driver;
}
}
#endregion
#endregion
#region --- INativeGLWindow Members ---
#region public void CreateWindow(DisplayMode mode)
/// <summary>
/// Creates a new render window.
/// </summary>
/// <param name="mode">The DisplayMode of the render window.</param>
/// <exception cref="ApplicationException">Occurs when a render window already exists.</exception>
public void CreateWindow(DisplayMode mode)
{
if (!Exists)
{
glWindow.CreateWindow(mode);
}
else
{
throw new ApplicationException("A render window already exists");
}
}
#endregion
#region public void Exit()
/// <summary>
/// Gracefully exits the current GameWindow.
/// Override if you want to provide yor own exit sequence.
/// If you override this method, place a call to base.Exit(), to ensure
/// proper OpenTK shutdown.
/// </summary>
public virtual void Exit()
{
isExiting = true;
//glWindow.Exit();
//this.Dispose();
}
#endregion
#region public bool IsIdle
/// <summary>
/// Gets a value indicating whether the current GameWindow is idle.
/// If true, the OnUpdateFrame and OnRenderFrame functions should be called.
/// </summary>
public bool IsIdle
{
get { return glWindow.IsIdle; }
}
#endregion
#region public bool Quit
/// <summary>
/// Gets a value indicating whether the current GameWindow is quitting.
/// </summary>
/// <remarks>
/// You should not call OnRenderFrame, Resize, and other GameWindow related function
/// when the quit sequence has been initiated, as indicated by the Quitting property.
/// NullReference- or ApplicationExceptions may occur otherwise.
/// </remarks>
public bool Quit
{
get { return glWindow.Quit; }
}
#endregion
#region public bool Fullscreen
public bool Fullscreen
{
get { return glWindow.Fullscreen; }
set { glWindow.Fullscreen = value; }
}
#endregion
#region public IGLContext Context
/// <summary>
/// Returns the opengl IGLontext associated with the current GameWindow.
/// Forces window creation.
/// </summary>
public IGLContext Context
{
get
{
if (!glWindow.Exists)
{
Debug.WriteLine("WARNING: OpenGL Context accessed before creating a render window. This may indicate a programming error. Force-creating a render window.");
mode = new DisplayMode(640, 480);
this.CreateWindow(mode);
}
return glWindow.Context;
}
}
#endregion
#region public bool Exists
/// <summary>
/// Gets a value indicating whether a render window has been exists.
/// </summary>
public bool Exists
{
get { return glWindow.Exists; }
}
#endregion
#region public IWindowInfo WindowInfo
public IWindowInfo WindowInfo
{
get { return glWindow.WindowInfo; }
}
#endregion
#endregion
#region --- IGameWindow Members ---
#region public virtual void Run()
/// <summary>
/// Runs the default game loop on GameWindow (process event->update frame->render frame).
/// </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, to ensure window will respond
/// to Operating System events.
/// </para>
/// </remarks>
public virtual void Run()
{
while (!this.Quit && !IsExiting)
{
this.ProcessEvents();
this.OnUpdateFrame();
this.OnRenderFrame();
}
glWindow.Exit();
while (glWindow.Exists)
{
this.ProcessEvents();
}
}
#endregion
#region public void ProcessEvents()
/// <summary>
/// Processes operating system events until the GameWindow becomes idle.
/// </summary>
/// <remarks>
/// When overriding the default GameWindow game loop (provided by the Run() function)
/// you should call ProcessEvents() to ensure that your GameWindow responds to
/// operating system events.
/// <para>
/// Once ProcessEvents() returns, it is time to call update and render the next frame.
/// </para>
/// </remarks>
public void ProcessEvents()
{
if (driver != null)
driver.ProcessEvents();
glWindow.ProcessEvents();
}
#endregion
#region public event CreateEvent Create;
public event CreateEvent Create;
private void OnCreate(EventArgs e)
{
if (this.Create != null)
{
this.Create(this, e);
}
}
#endregion
#region public virtual void OnRenderFrame()
/// <summary>
/// Raises the RenderFrame event. Override in derived classes to render a frame.
/// </summary>
/// <remarks>
/// If overriden, the base.OnRenderFrame() function should be called, to ensure
/// listeners are notified of RenderFrame events.
/// </remarks>
public virtual void OnRenderFrame()
{
if (!this.Exists)
{
Debug.Print("WARNING: RenderFrame event raised, without a valid render window. This may indicate a programming error. Creating render window.");
mode = new DisplayMode(640, 480);
this.CreateWindow(mode);
}
if (RenderFrame != null)
RenderFrame(EventArgs.Empty);
}
#endregion
#region public virtual void OnUpdateFrame()
/// <summary>
/// Raises the UpdateFrame event. Override in derived classes to update a frame.
/// </summary>
/// <remarks>
/// If overriden, the base.OnUpdateFrame() function should be called, to ensure
/// listeners are notified of UpdateFrame events.
/// </remarks>
public virtual void OnUpdateFrame()
{
if (!this.Exists)
{
Debug.Print("WARNING: UpdateFrame event raised, without a valid render window. This may indicate a programming error. Creating render window.");
mode = new DisplayMode(640, 480);
this.CreateWindow(mode);
}
if (UpdateFrame != null)
UpdateFrame(EventArgs.Empty);
}
#endregion
/// <summary>
/// Occurs when it is time to update the next frame.
/// </summary>
public event UpdateFrameEvent UpdateFrame;
/// <summary>
/// Occurs when it is time to render the next frame.
/// </summary>
public event RenderFrameEvent RenderFrame;
#region public bool IsExiting
/// <summary>
/// Gets a value indicating whether the shutdown sequence has been initiated
/// for this window, by calling GameWindow.Exit() or hitting the 'close' button.
/// If this property is true, it is no longer safe to use any OpenTK.Input or
/// OpenTK.OpenGL functions or properties.
/// </summary>
public bool IsExiting
{
get { return isExiting; }
}
#endregion
#region public IList<Keyboard> Keyboard
/// <summary>
/// Gets the list of available Keyboard devices.
/// </summary>
public IList<Keyboard> Keyboard
{
get
{
return InputDriver.Keyboard;
}
}
#endregion
#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()
{
Dispose(true);
GC.SuppressFinalize(this);
}
private void Dispose(bool manual)
{
if (!disposed)
{
// Is this safe? Maybe 'Debug' has been disposed, too...
Debug.Print("{0} disposing GameWindow.", manual ? "Manually" : "Automatically");
if (manual)
{
if (glWindow != null)
{
glWindow.Dispose();
glWindow = null;
}
}
disposed = true;
}
}
~GameWindow()
{
Dispose(false);
}
#endregion
}
}