2021-15-03
+ GenericTransformation.InWorldSpace (Merges the object transformation and the last master transformation) + Ray class for Raycasting (may not work correctly) + Util.CallGarbageCollector() can call the garbage collector. + GLWindow.WindowFlags allow to easly switch between Window <-> Borderless Window (this will cause the window to fill the entire screen) <-> Exclusive Fullscreen. ~ Made the bloom-texture scale a constructor-parameter. SM.OGL: + OpenGL-GarbageCollector integration. + BoundingBox.GetBounds(Matrix4, out Vector3,out Vector3) allows for easy transformation of the bounding box. + GLObjects can now marked as not compiled. Where it always returns false at WasCompiled. SM2D: ~ Improved the Mouse2D.MouseOver Algorithm.
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parent
4efc47d75a
commit
5bb690e45f
18 changed files with 224 additions and 20 deletions
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@ -1,4 +1,6 @@
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using System;
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using System.Windows;
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using System.Windows.Forms;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Input;
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@ -11,6 +13,8 @@ namespace SM.Base.Windows
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{
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public class GLWindow : GameWindow, IGenericWindow
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{
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private Vector2 _flagWindowSize;
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public bool Loading { get; private set; } = true;
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public float AspectRatio { get; set; }
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@ -30,12 +34,17 @@ namespace SM.Base.Windows
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public GenericScene CurrentScene { get; private set; }
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public RenderPipeline CurrentRenderPipeline { get; private set; }
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public GLWindow() : this(1280, 720, "Generic OpenGL Title", GameWindowFlags.Default) {}
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public WindowFlags WindowFlags;
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public GLWindow() : this(1280, 720, "Generic OpenGL Title", WindowFlags.Window) {}
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public GLWindow(int width, int height, string title, GameWindowFlags flags, VSyncMode vSync = VSyncMode.On) :
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base(width, height, default, title, flags, DisplayDevice.Default, GLSettings.ForcedVersion.MajorVersion, GLSettings.ForcedVersion.MinorVersion, GraphicsContextFlags.Default)
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public GLWindow(int width, int height, string title, WindowFlags flags, VSyncMode vSync = VSyncMode.On) :
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base(width, height, default, title, (GameWindowFlags)flags, DisplayDevice.Default, GLSettings.ForcedVersion.MajorVersion, GLSettings.ForcedVersion.MinorVersion, GraphicsContextFlags.Default)
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{
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VSync = vSync;
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_flagWindowSize = new Vector2(width, height);
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ChangeWindowFlag(flags);
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}
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protected override void OnLoad(EventArgs e)
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@ -52,6 +61,8 @@ namespace SM.Base.Windows
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WindowCode.Resize(this);
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if (WindowFlags == WindowFlags.Window) _flagWindowSize = WindowSize;
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if (Loading)
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{
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Loading = false;
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@ -125,5 +136,40 @@ namespace SM.Base.Windows
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public void TriggerLoad() => Load?.Invoke(this);
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public void TriggerResize() => Resize?.Invoke(this);
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public void ChangeWindowFlag(WindowFlags newFlag)
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{
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WindowFlags = newFlag;
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switch (newFlag)
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{
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case WindowFlags.Window:
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Width = (int)_flagWindowSize.X;
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Height = (int)_flagWindowSize.Y;
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WindowBorder = WindowBorder.Resizable;
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break;
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case WindowFlags.BorderlessWindow:
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WindowBorder = WindowBorder.Hidden;
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X = Screen.PrimaryScreen.Bounds.Left;
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Y = Screen.PrimaryScreen.Bounds.Top;
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Width = Screen.PrimaryScreen.Bounds.Width;
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Height = Screen.PrimaryScreen.Bounds.Height;
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break;
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case WindowFlags.ExclusiveFullscreen:
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(newFlag), newFlag, null);
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}
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if (newFlag == WindowFlags.BorderlessWindow)
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{
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WindowBorder = WindowBorder.Hidden;
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X = Screen.PrimaryScreen.Bounds.X;
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Y = Screen.PrimaryScreen.Bounds.Y;
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}
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}
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}
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}
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@ -94,6 +94,8 @@ namespace SM.Base.Windows
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SMRenderer.CurrentFrame++;
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GLObject.DisposeMarkedObjects();
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Deltatime.RenderDelta = deltatime;
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var drawContext = new DrawContext()
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{
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9
SMCode/SM.Base/Window/WindowFlags.cs
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9
SMCode/SM.Base/Window/WindowFlags.cs
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@ -0,0 +1,9 @@
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namespace SM.Base.Windows
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{
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public enum WindowFlags
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{
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Window = 0,
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BorderlessWindow = 2,
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ExclusiveFullscreen = 1
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}
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}
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