Added Summeries

This commit is contained in:
Michel Fedde 2021-03-19 20:59:02 +01:00
parent 71a22df8bd
commit 8296d9b8a9
47 changed files with 812 additions and 177 deletions

View file

@ -18,17 +18,80 @@ using Mouse = SM.Base.Controls.Mouse;
namespace SM.Base.Window
{
/// <summary>
/// This provides the main entry, by executing the window.
/// </summary>
public class GLWindow : GameWindow, IGenericWindow
{
private Vector2 _flagWindowSize;
private Thread _fixedUpdateThread;
private WindowFlags _windowFlags;
public WindowFlags WindowFlags;
/// <inheritdoc />
public bool Loading { get; private set; } = true;
/// <inheritdoc />
public float AspectRatio { get; set; }
/// <inheritdoc />
public GenericCamera ViewportCamera { get; set; }
/// <inheritdoc />
public bool ForceViewportCamera { get; set; }
/// <inheritdoc />
public bool DrawWhileUnfocused { get; set; } = true;
/// <inheritdoc />
public bool UpdateWhileUnfocused { get; set; } = false;
/// <inheritdoc />
public Vector2 WindowSize { get; set; }
/// <inheritdoc />
public ISetup AppliedSetup { get; private set; }
/// <inheritdoc />
public new event Action<IGenericWindow> Resize;
/// <inheritdoc />
public new event Action<IGenericWindow> Load;
/// <inheritdoc />
public GenericScene CurrentScene { get; private set; }
/// <inheritdoc />
public RenderPipeline CurrentRenderPipeline { get; private set; }
/// <summary>
/// Gets/Sets the current window flag.
/// </summary>
public WindowFlags WindowFlags
{
get => _windowFlags;
set
{
if (_windowFlags != value)
{
_windowFlags = value;
ChangeWindowFlag(value);
}
}
}
/// <summary>
/// Loads the window with default values.
/// <para>Width: 1280px; Height: 720px; Title: Generic OpenGL Title; WindowFlag: Window</para>
/// </summary>
public GLWindow() : this(1280, 720, "Generic OpenGL Title", WindowFlags.Window)
{
}
/// <summary>
/// Loads the window with custom values.
/// </summary>
/// <param name="width"></param>
/// <param name="height"></param>
/// <param name="title"></param>
/// <param name="flags"></param>
/// <param name="vSync"></param>
public GLWindow(int width, int height, string title, WindowFlags flags, VSyncMode vSync = VSyncMode.On) :
base(width, height, default, title, (GameWindowFlags) flags, DisplayDevice.Default,
GLSettings.ForcedVersion.MajorVersion, GLSettings.ForcedVersion.MinorVersion,
@ -37,39 +100,16 @@ namespace SM.Base.Window
VSync = vSync;
_flagWindowSize = new Vector2(width, height);
ChangeWindowFlag(flags);
WindowFlags = flags;
}
public bool Loading { get; private set; } = true;
public float AspectRatio { get; set; }
public GenericCamera ViewportCamera { get; set; }
public bool ForceViewportCamera { get; set; }
public bool DrawWhileUnfocused { get; set; } = true;
public bool UpdateWhileUnfocused { get; set; } = false;
public Vector2 WindowSize { get; set; }
public ISetup AppliedSetup { get; private set; }
public new event Action<IGenericWindow> Resize;
public new event Action<IGenericWindow> Load;
public GenericScene CurrentScene { get; private set; }
public RenderPipeline CurrentRenderPipeline { get; private set; }
public void TriggerLoad()
{
Load?.Invoke(this);
}
public void TriggerResize()
{
Resize?.Invoke(this);
}
/// <summary>
/// A event that gets executed when the window is done loading.
/// </summary>
public event Action<IGenericWindow> Loaded;
/// <inheritdoc />
protected override void OnLoad(EventArgs e)
{
WindowCode.Load(this);
@ -78,6 +118,7 @@ namespace SM.Base.Window
base.OnLoad(e);
}
/// <inheritdoc />
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
@ -94,6 +135,7 @@ namespace SM.Base.Window
}
}
/// <inheritdoc />
protected override void OnUpdateFrame(FrameEventArgs e)
{
if (!Focused && !UpdateWhileUnfocused) return;
@ -104,6 +146,7 @@ namespace SM.Base.Window
}
/// <inheritdoc />
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
@ -115,23 +158,40 @@ namespace SM.Base.Window
GLDebugging.CheckGLErrors();
}
/// <inheritdoc />
protected override void OnMouseMove(MouseMoveEventArgs e)
{
base.OnMouseMove(e);
Mouse.MouseMoveEvent(e, this);
}
/// <inheritdoc />
public void TriggerLoad()
{
Load?.Invoke(this);
}
/// <inheritdoc />
public void TriggerResize()
{
Resize?.Invoke(this);
}
/// <inheritdoc />
public void Update(UpdateContext context)
{
}
/// <inheritdoc />
public void ApplySetup(ISetup setup)
{
AppliedSetup = setup;
setup.Applied(this);
}
/// <inheritdoc />
public void SetScene(GenericScene scene)
{
if (Loading)
@ -144,6 +204,7 @@ namespace SM.Base.Window
CurrentScene = scene;
}
/// <inheritdoc />
public void SetRenderPipeline(RenderPipeline renderPipeline)
{
if (Loading)
@ -156,34 +217,12 @@ namespace SM.Base.Window
CurrentRenderPipeline = renderPipeline;
}
public void ChangeWindowFlag(WindowFlags newFlag)
{
WindowFlags = newFlag;
switch (newFlag)
{
case WindowFlags.Window:
Width = (int) _flagWindowSize.X;
Height = (int) _flagWindowSize.Y;
WindowBorder = WindowBorder.Resizable;
break;
case WindowFlags.BorderlessWindow:
WindowBorder = WindowBorder.Hidden;
X = Screen.PrimaryScreen.Bounds.Left;
Y = Screen.PrimaryScreen.Bounds.Top;
Width = Screen.PrimaryScreen.Bounds.Width;
Height = Screen.PrimaryScreen.Bounds.Height;
break;
case WindowFlags.ExclusiveFullscreen:
break;
default:
throw new ArgumentOutOfRangeException(nameof(newFlag), newFlag, null);
}
}
/// <summary>
/// Starts the fixed update loop.
/// <para>Need to get executed before <see cref="IFixedScriptable"/> can be used.</para>
/// </summary>
/// <param name="updatesPerSecond"></param>
public void RunFixedUpdate(float updatesPerSecond)
{
Deltatime.FixedUpdateDelta = 1 / (float)updatesPerSecond;
@ -208,5 +247,31 @@ namespace SM.Base.Window
Thread.Sleep(waitTime);
}
}
private void ChangeWindowFlag(WindowFlags newFlag)
{
switch (newFlag)
{
case WindowFlags.Window:
Width = (int)_flagWindowSize.X;
Height = (int)_flagWindowSize.Y;
WindowBorder = WindowBorder.Resizable;
break;
case WindowFlags.BorderlessWindow:
WindowBorder = WindowBorder.Hidden;
X = Screen.PrimaryScreen.Bounds.Left;
Y = Screen.PrimaryScreen.Bounds.Top;
Width = Screen.PrimaryScreen.Bounds.Width;
Height = Screen.PrimaryScreen.Bounds.Height;
break;
case WindowFlags.ExclusiveFullscreen:
break;
default:
throw new ArgumentOutOfRangeException(nameof(newFlag), newFlag, null);
}
}
}
}