#region usings
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
using OpenTK.Input;
using SM.Base.Contexts;
using SM.Base.Drawing;
using SM.Base.Objects.Static;
using SM.Base.PostProcess;
using SM.Base.Scene;
using SM.Base.ShaderExtension;
using SM.Base.Time;
using SM.OGL;
using SM.OGL.Framebuffer;
using SM.Utility;
#endregion
namespace SM.Base
{
///
/// The base window.
///
public abstract class GenericWindow : GameWindow, IGenericWindow
{
protected GenericCamera _viewportCamera;
internal bool _loading = true;
internal List _actionsAfterLoading = new List();
public bool Loading => _loading;
///
/// This tells you the current world scale.
///
public Vector2 WorldScale { get; set; } = Vector2.Zero;
///
/// This tells you the current aspect ratio of this window.
///
public float Aspect { get; set; }
///
/// If false, the window will not react on updates and will not render something.
///
/// Default: false
///
///
public bool ReactWhileUnfocused = false;
public GenericCamera ViewportCamera => _viewportCamera;
public bool ForceViewportCamera { get; set; }
///
protected GenericWindow() : this(1280, 720, "Generic OGL Title", GameWindowFlags.Default)
{
}
///
/// Creates a window...
///
protected GenericWindow(int width, int height, string title, GameWindowFlags flags, bool vSync = true) : base(width, height,
GraphicsMode.Default, title, flags, DisplayDevice.Default, GLSettings.ForcedVersion.MajorVersion,
GLSettings.ForcedVersion.MinorVersion, GraphicsContextFlags.Default)
{
VSync = vSync ? VSyncMode.On : VSyncMode.Off;
}
///
protected override void OnLoad(EventArgs e)
{
GenericWindowCode.Load(this);
base.OnLoad(e);
}
///
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
GenericWindowCode.Resize(this);
if (_loading)
{
_loading = false;
OnLoaded();
_actionsAfterLoading.ForEach(a => a());
_actionsAfterLoading = null;
}
}
///
/// This is triggered after all the window-loading has been done.
///
protected virtual void OnLoaded()
{
}
///
/// Sets the world scale.
///
public virtual void SetWorldScale()
{
}
///
protected override void OnUpdateFrame(FrameEventArgs e)
{
if (!ReactWhileUnfocused && !Focused) return;
base.OnUpdateFrame(e);
Deltatime.UpdateDelta = (float) e.Time;
var context = new UpdateContext
{
KeyboardState = Keyboard.GetState(),
MouseState = Mouse.GetState()
};
if (context.KeyboardState[Key.AltLeft] && context.KeyboardState[Key.F4]) Close();
Update(e, ref context);
}
///
/// Updates the system.
///
///
///
protected virtual void Update(FrameEventArgs e, ref UpdateContext context)
{
Stopwatch.PerformTicks(context);
}
///
/// Grabs the cursor and make sure it doesn't leave the window.
///
/// If true, it makes the cursor invisible.
public void GrabCursor(bool makeItInvisible = true)
{
CursorGrabbed = true;
CursorVisible = !makeItInvisible;
}
///
/// Ungrabs the cursor.
///
public void UngrabCursor()
{
CursorGrabbed = false;
if (!CursorVisible) CursorVisible = true;
}
///
/// Create a bitmap from the framebuffer.
///
public Bitmap TakeScreenshot(Framebuffer framebuffer, ReadBufferMode readBuffer, int x, int y, int width, int height)
{
GL.GetInteger(GetPName.FramebufferBinding, out int prevFBId);
GL.GetInteger(GetPName.DrawFramebufferBinding, out int prevFBDrawId);
GL.GetInteger(GetPName.ReadFramebufferBinding, out int prevFBReadId);
Bitmap b = new Bitmap(width, height);
System.Drawing.Imaging.BitmapData bits = b.LockBits(new Rectangle(0, 0, width, height),
System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, framebuffer);
GL.ReadBuffer(readBuffer);
GL.ReadPixels(x, y, width, height, OpenTK.Graphics.OpenGL4.PixelFormat.Bgra, PixelType.UnsignedByte,
bits.Scan0);
b.UnlockBits(bits);
b.RotateFlip(RotateFlipType.RotateNoneFlipY);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, prevFBId);
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, prevFBDrawId);
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, prevFBReadId);
return b;
}
}
///
/// The base window.
///
/// The scene type
/// The camera type
public abstract class GenericWindow : GenericWindow, IGenericWindow
where TScene : GenericScene, new()
where TCamera : GenericCamera, new()
{
private RenderPipeline _renderPipeline;
private TScene _scene;
///
protected GenericWindow()
{
_viewportCamera = new TCamera();
}
///
/// The viewport camera.
///
public TCamera ViewportCamera {
get => (TCamera)_viewportCamera;
set => _viewportCamera = value;
}
///
/// This forces the render to use the viewport camera.
///
public bool ForceViewportCamera { get; set; } = false;
///
/// The current scene.
///
public TScene CurrentScene => _scene;
///
/// Controls how a scene is rendered.
///
public RenderPipeline RenderPipeline => _renderPipeline;
///
protected override void Update(FrameEventArgs e, ref UpdateContext context)
{
base.Update(e, ref context);
context.CurrentScene = CurrentScene;
CurrentScene?.Update(context);
}
///
protected override void OnRenderFrame(FrameEventArgs e)
{
if (!ReactWhileUnfocused && !Focused) return;
base.OnRenderFrame(e);
GenericWindowCode.Render(this, (float)e.Time);
SwapBuffers();
GLDebugging.CheckGLErrors();
}
///
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
GenericWindowCode.Resize(this);
}
///
/// Sets the scene.
///
///
public virtual void SetScene(TScene scene)
{
if (_loading)
{
_actionsAfterLoading.Add(() => SetScene(scene));
return;
}
_scene = scene;
scene.Activate();
RenderPipeline.SceneChanged(scene);
}
///
/// Defines the render pipeline.
///
///
public void SetRenderPipeline(RenderPipeline pipeline)
{
if (_loading)
{
_actionsAfterLoading.Add(() => SetRenderPipeline(pipeline));
return;
}
_renderPipeline = pipeline;
pipeline.Activate(this);
}
}
}