- added missing ProjectData.cs

- fixed OGL window size, swap crash when window is closed
- closing the run loop when window closed
This commit is contained in:
SND\AstrorEnales_cp 2011-11-10 21:17:03 +00:00
parent 71bec46d54
commit 2961704067
4 changed files with 424 additions and 289 deletions

View File

@ -57,248 +57,252 @@ namespace ANX.Framework.Windows.GL3
/// <summary>
/// Native OpenGL implementation for a graphics device.
/// </summary>
public class GraphicsDeviceWindowsGL3 : INativeGraphicsDevice
{
#region Constants
private const float ColorMultiplier = 1f / 255f;
#endregion
public class GraphicsDeviceWindowsGL3 : INativeGraphicsDevice
{
#region Constants
private const float ColorMultiplier = 1f / 255f;
#endregion
#region Private
/// <summary>
/// Native graphics context.
/// </summary>
private GraphicsContext nativeContext;
#region Private
/// <summary>
/// Native graphics context.
/// </summary>
private GraphicsContext nativeContext;
/// <summary>
/// The OpenTK window info helper class to provide window informations
/// to the graphics device.
/// </summary>
private IWindowInfo nativeWindowInfo;
#endregion
/// <summary>
/// The OpenTK window info helper class to provide window informations
/// to the graphics device.
/// </summary>
private IWindowInfo nativeWindowInfo;
#endregion
#region Constructor
/// <summary>
/// Create a new OpenGL graphics context.
/// </summary>
/// <param name="presentationParameters">Parameters for the window
/// and graphics context.</param>
internal GraphicsDeviceWindowsGL3(
PresentationParameters presentationParameters)
{
ResetDevice(presentationParameters);
}
#endregion
#region Constructor
/// <summary>
/// Create a new OpenGL graphics context.
/// </summary>
/// <param name="presentationParameters">Parameters for the window
/// and graphics context.</param>
internal GraphicsDeviceWindowsGL3(
PresentationParameters presentationParameters)
{
ResetDevice(presentationParameters);
}
#endregion
#region ResetDevice
/// <summary>
/// Reset the graphics device with the given presentation paramters.
/// If a device is currently set, then we dispose the old one.
/// </summary>
/// <param name="presentationParameters">Parameters for the
/// graphics device.</param>
private void ResetDevice(PresentationParameters presentationParameters)
{
#region Validation
if (nativeContext != null)
{
nativeContext.Dispose();
nativeContext = null;
}
#region ResetDevice
/// <summary>
/// Reset the graphics device with the given presentation paramters.
/// If a device is currently set, then we dispose the old one.
/// </summary>
/// <param name="presentationParameters">Parameters for the
/// graphics device.</param>
private void ResetDevice(PresentationParameters presentationParameters)
{
#region Validation
if (nativeContext != null)
{
nativeContext.Dispose();
nativeContext = null;
}
if (nativeWindowInfo != null)
{
nativeWindowInfo.Dispose();
nativeWindowInfo = null;
}
#endregion
if (nativeWindowInfo != null)
{
nativeWindowInfo.Dispose();
nativeWindowInfo = null;
}
#endregion
// OpenGL Depth Buffer Size: 0/16/24/32
int depth = 0;
int stencil = 0;
switch (presentationParameters.DepthStencilFormat)
{
case DepthFormat.None:
break;
// OpenGL Depth Buffer Size: 0/16/24/32
int depth = 0;
int stencil = 0;
switch (presentationParameters.DepthStencilFormat)
{
case DepthFormat.None:
break;
case DepthFormat.Depth16:
depth = 16;
break;
case DepthFormat.Depth16:
depth = 16;
break;
case DepthFormat.Depth24:
depth = 24;
break;
case DepthFormat.Depth24:
depth = 24;
break;
case DepthFormat.Depth24Stencil8:
depth = 24;
stencil = 8;
break;
}
case DepthFormat.Depth24Stencil8:
depth = 24;
stencil = 8;
break;
}
nativeWindowInfo = Utilities.CreateWindowsWindowInfo(
presentationParameters.DeviceWindowHandle);
nativeWindowInfo = Utilities.CreateWindowsWindowInfo(
presentationParameters.DeviceWindowHandle);
GraphicsMode graphicsMode = new GraphicsMode(
DatatypesMapping.SurfaceToColorFormat(
presentationParameters.BackBufferFormat),
depth, stencil,
// AntiAlias Samples: 2/4/8/16/32
presentationParameters.MultiSampleCount);
GraphicsMode graphicsMode = new GraphicsMode(
DatatypesMapping.SurfaceToColorFormat(
presentationParameters.BackBufferFormat),
depth, stencil,
// AntiAlias Samples: 2/4/8/16/32
presentationParameters.MultiSampleCount);
nativeContext = new GraphicsContext(graphicsMode, nativeWindowInfo);
nativeContext.MakeCurrent(nativeWindowInfo);
nativeContext.LoadAll();
}
#endregion
nativeContext = new GraphicsContext(graphicsMode, nativeWindowInfo);
nativeContext.MakeCurrent(nativeWindowInfo);
nativeContext.LoadAll();
}
#endregion
#region SetViewport
/// <summary>
/// Set the OpenGL viewport.
/// </summary>
/// <param name="viewport">Viewport data to set natively.</param>
public void SetViewport(Viewport viewport)
{
GL.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height);
}
#endregion
#region SetViewport
/// <summary>
/// Set the OpenGL viewport.
/// </summary>
/// <param name="viewport">Viewport data to set natively.</param>
public void SetViewport(Viewport viewport)
{
GL.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height);
}
#endregion
#region Clear
private uint lastClearColor;
/// <summary>
/// Clear the current screen by the specified clear color.
/// </summary>
/// <param name="color">Clear color.</param>
public void Clear(ref Color color)
{
uint newClearColor = color.PackedValue;
if (lastClearColor != newClearColor)
{
lastClearColor = newClearColor;
GL.ClearColor(color.R * ColorMultiplier, color.G * ColorMultiplier,
color.B * ColorMultiplier, color.A * ColorMultiplier);
}
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
}
#region Clear
private uint lastClearColor;
/// <summary>
/// Clear the current screen by the specified clear color.
/// </summary>
/// <param name="color">Clear color.</param>
public void Clear(ref Color color)
{
uint newClearColor = color.PackedValue;
if (lastClearColor != newClearColor)
{
lastClearColor = newClearColor;
GL.ClearColor(color.R * ColorMultiplier, color.G * ColorMultiplier,
color.B * ColorMultiplier, color.A * ColorMultiplier);
}
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
}
/// <summary>
/// Clear the current screen by the specified clear color and options.
/// </summary>
/// <param name="options">Clear options defining which components
/// should be cleared.</param>
/// <param name="color">Clear color.</param>
/// <param name="depth">Depth value.</param>
/// <param name="stencil">Stencil value.</param>
public void Clear(ClearOptions options, Vector4 color, float depth,
int stencil)
{
Color anxColor;
DatatypesMapping.Convert(ref color, out anxColor);
uint newClearColor = anxColor.PackedValue;
if (lastClearColor != newClearColor)
{
lastClearColor = newClearColor;
GL.ClearColor(anxColor.R * ColorMultiplier, anxColor.G * ColorMultiplier,
anxColor.B * ColorMultiplier, anxColor.A * ColorMultiplier);
}
/// <summary>
/// Clear the current screen by the specified clear color and options.
/// </summary>
/// <param name="options">Clear options defining which components
/// should be cleared.</param>
/// <param name="color">Clear color.</param>
/// <param name="depth">Depth value.</param>
/// <param name="stencil">Stencil value.</param>
public void Clear(ClearOptions options, Vector4 color, float depth,
int stencil)
{
Color anxColor;
DatatypesMapping.Convert(ref color, out anxColor);
uint newClearColor = anxColor.PackedValue;
if (lastClearColor != newClearColor)
{
lastClearColor = newClearColor;
GL.ClearColor(anxColor.R * ColorMultiplier, anxColor.G * ColorMultiplier,
anxColor.B * ColorMultiplier, anxColor.A * ColorMultiplier);
}
ClearBufferMask mask = (ClearBufferMask)0;
if ((options | ClearOptions.Target) == options)
{
mask |= ClearBufferMask.ColorBufferBit;
}
if ((options | ClearOptions.Stencil) == options)
{
mask |= ClearBufferMask.StencilBufferBit;
}
if ((options | ClearOptions.DepthBuffer) == options)
{
mask |= ClearBufferMask.DepthBufferBit;
}
ClearBufferMask mask = (ClearBufferMask)0;
if ((options | ClearOptions.Target) == options)
{
mask |= ClearBufferMask.ColorBufferBit;
}
if ((options | ClearOptions.Stencil) == options)
{
mask |= ClearBufferMask.StencilBufferBit;
}
if ((options | ClearOptions.DepthBuffer) == options)
{
mask |= ClearBufferMask.DepthBufferBit;
}
GL.ClearDepth(depth);
GL.ClearStencil(stencil);
GL.Clear(mask);
}
#endregion
GL.ClearDepth(depth);
GL.ClearStencil(stencil);
GL.Clear(mask);
}
#endregion
#region Present
/// <summary>
/// Swap the graphics buffers.
/// </summary>
public void Present()
{
nativeContext.SwapBuffers();
}
#endregion
#region Present
/// <summary>
/// Swap the graphics buffers.
/// </summary>
public void Present()
{
if (WindowsGameWindow.Form != null &&
WindowsGameWindow.Form.IsDisposed == false)
{
nativeContext.SwapBuffers();
}
}
#endregion
public void DrawIndexedPrimitives(PrimitiveType primitiveType,
int baseVertex, int minVertexIndex, int numVertices, int startIndex,
int primitiveCount)
{
throw new NotImplementedException();
}
public void DrawIndexedPrimitives(PrimitiveType primitiveType,
int baseVertex, int minVertexIndex, int numVertices, int startIndex,
int primitiveCount)
{
throw new NotImplementedException();
}
public void DrawInstancedPrimitives(PrimitiveType primitiveType,
int baseVertex, int minVertexIndex, int numVertices, int startIndex,
int primitiveCount, int instanceCount)
{
throw new NotImplementedException();
}
public void DrawInstancedPrimitives(PrimitiveType primitiveType,
int baseVertex, int minVertexIndex, int numVertices, int startIndex,
int primitiveCount, int instanceCount)
{
throw new NotImplementedException();
}
public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType,
T[] vertexData, int vertexOffset, int numVertices, Array indexData,
int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration,
IndexElementSize indexFormat) where T : struct, IVertexType
{
throw new NotImplementedException();
}
public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType,
T[] vertexData, int vertexOffset, int numVertices, Array indexData,
int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration,
IndexElementSize indexFormat) where T : struct, IVertexType
{
throw new NotImplementedException();
}
public void DrawUserPrimitives<T>(PrimitiveType primitiveType,
T[] vertexData, int vertexOffset, int primitiveCount,
VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
throw new NotImplementedException();
}
public void DrawUserPrimitives<T>(PrimitiveType primitiveType,
T[] vertexData, int vertexOffset, int primitiveCount,
VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
throw new NotImplementedException();
}
public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset,
int primitiveCount)
{
throw new NotImplementedException();
}
public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset,
int primitiveCount)
{
throw new NotImplementedException();
}
public void SetVertexBuffers(VertexBufferBinding[] vertexBuffers)
{
throw new NotImplementedException();
}
public void SetVertexBuffers(VertexBufferBinding[] vertexBuffers)
{
throw new NotImplementedException();
}
public void SetIndexBuffer(IndexBuffer indexBuffer)
{
throw new NotImplementedException();
}
public void SetIndexBuffer(IndexBuffer indexBuffer)
{
throw new NotImplementedException();
}
public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
{
throw new NotImplementedException();
}
public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(Rectangle? rect, T[] data,
int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(Rectangle? rect, T[] data,
int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void ResizeBuffers(PresentationParameters presentationParameters)
{
throw new NotImplementedException();
}
}
public void ResizeBuffers(PresentationParameters presentationParameters)
{
throw new NotImplementedException();
}
}
}

View File

@ -53,10 +53,13 @@ namespace ANX.Framework.Windows.GL3
{
public class WindowsGameHost : GameHost
{
#region Private
private Game game;
private WindowsGameWindow gameWindow;
private bool isQuitting;
#endregion
#region Public
public override GameWindow Window
{
get
@ -64,16 +67,15 @@ namespace ANX.Framework.Windows.GL3
return this.gameWindow;
}
}
#endregion
#region Constructor
public WindowsGameHost(Game setGame)
: base(setGame)
{
isQuitting = false;
game = setGame;
gameWindow = new WindowsGameWindow();
//Mouse.WindowHandle = gameWindow.Handle;
//TouchPanel.WindowHandle = gameWindow.Handle;
//gameWindow.IsMouseVisible = game.IsMouseVisible;
gameWindow.Activated += delegate
{
OnActivated();
@ -82,13 +84,17 @@ namespace ANX.Framework.Windows.GL3
{
OnDeactivated();
};
//gameWindow.Suspend += GameWindowSuspend;
//gameWindow.Resume += GameWindowResume;
WindowsGameWindow.Form.FormClosing += delegate
{
isQuitting = true;
};
}
#endregion
#region Run
public override void Run()
{
gameWindow.Form.Show();
WindowsGameWindow.Form.Show();
while (isQuitting == false)
{
Application.DoEvents();
@ -96,10 +102,13 @@ namespace ANX.Framework.Windows.GL3
}
gameWindow.Close();
}
#endregion
#region Exit
public override void Exit()
{
isQuitting = true;
}
#endregion
}
}

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@ -52,94 +52,118 @@ using OpenTK.Platform.Windows;
namespace ANX.Framework.Windows.GL3
{
internal class WindowsGameWindow : ANX.Framework.GameWindow
internal class WindowsGameWindow : ANX.Framework.GameWindow
{
#region Public
internal static Form Form
{
#region Public
public Form Form
get;
private set;
}
public override IntPtr Handle
{
get
{
get;
private set;
return Form.Handle;
}
}
public override IntPtr Handle
public override bool IsMinimized
{
get
{
get
{
return Form.Handle;
}
return Form.WindowState == FormWindowState.Minimized;
}
}
public override bool IsMinimized
#region AllowUserResizing
public override bool AllowUserResizing
{
get
{
get
{
return Form.WindowState == FormWindowState.Minimized;
}
return Form.FormBorderStyle == FormBorderStyle.Sizable;
}
#endregion
#region Constructor
internal WindowsGameWindow()
set
{
Form = new Form()
{
Text = "ANX Framework",
};
Form.FormBorderStyle = value ?
FormBorderStyle.Sizable :
FormBorderStyle.Fixed3D;
}
#endregion
}
#endregion
#region Close
public void Close()
#region ClientBounds
public override Rectangle ClientBounds
{
get
{
if (Form != null)
{
Form.Close();
Form.Dispose();
Form = null;
}
System.Drawing.Rectangle rect = Form.ClientRectangle;
return new Rectangle(rect.X, rect.Y, rect.Width, rect.Height);
}
#endregion
}
#endregion
public override void BeginScreenDeviceChange(bool willBeFullScreen)
{
throw new NotImplementedException();
}
#region CurrentOrientation
public override DisplayOrientation CurrentOrientation
{
get
{
return DisplayOrientation.Default;
}
}
#endregion
#endregion
public override void EndScreenDeviceChange(string screenDeviceName, int clientWidth, int clientHeight)
{
throw new NotImplementedException();
}
#region Constructor
internal WindowsGameWindow()
{
Form = new Form()
{
Text = "ANX Framework",
MaximizeBox = false,
FormBorderStyle = FormBorderStyle.Fixed3D,
ClientSize = new System.Drawing.Size(800, 600),
};
}
#endregion
protected override void SetTitle(string title)
{
throw new NotImplementedException();
}
#region Close
public void Close()
{
if (Form != null)
{
Form.Close();
Form.Dispose();
Form = null;
}
}
#endregion
public override bool AllowUserResizing
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
#region SetTitle
protected override void SetTitle(string title)
{
Form.Text = title;
}
#endregion
public override Rectangle ClientBounds
{
get { throw new NotImplementedException(); }
}
public override void BeginScreenDeviceChange(bool willBeFullScreen)
{
throw new NotImplementedException();
}
public override string ScreenDeviceName
{
get { throw new NotImplementedException(); }
}
public override void EndScreenDeviceChange(string screenDeviceName,
int clientWidth, int clientHeight)
{
throw new NotImplementedException();
}
public override DisplayOrientation CurrentOrientation
{
get { throw new NotImplementedException(); }
}
}
public override string ScreenDeviceName
{
get
{
throw new NotImplementedException();
}
}
}
}

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@ -0,0 +1,98 @@
using System;
using System.Collections.Generic;
using System.Xml;
using System.Xml.Linq;
using System.IO;
namespace XNAToANXConverter
{
public static class ProjectData
{
private const string XnaBaseName = "Microsoft.Xna.Framework";
private const string AnxBaseName = "ANX.Framework";
#region Convert
public static void Convert(string sourceFilepath, string destinationFilepath)
{
string sourceFolderPath =
sourceFilepath.Replace(Path.GetFileName(sourceFilepath), "");
string destinationFolderPath =
destinationFilepath.Replace(Path.GetFileName(destinationFilepath), "");
if (Directory.Exists(destinationFolderPath) == false)
{
Directory.CreateDirectory(destinationFolderPath);
}
XDocument doc = XDocument.Load(sourceFilepath);
XElement root = doc.Root;
foreach (XElement propertyGroup in root.Elements())
{
if (propertyGroup.Name.LocalName != "ItemGroup")
{
continue;
}
List<XElement> elements = new List<XElement>(propertyGroup.Elements());
foreach (XElement item in elements)
{
if (item.Name.LocalName == "Reference")
{
#region Process Reference
string assemblyPath = item.Attribute("Include").Value;
if (assemblyPath.Contains(XnaBaseName))
{
item.Remove();
string anxPath = assemblyPath.Replace(XnaBaseName, AnxBaseName);
if (anxPath.Contains(", Version"))
{
anxPath = anxPath.Substring(0, anxPath.IndexOf(',')) + ".dll";
}
propertyGroup.Add(new XElement("Reference",
new XAttribute("Include", anxPath)));
}
#endregion
}
else if (item.Name.LocalName == "Compile")
{
#region Process Compile
string codeFilepath = item.Attribute("Include").Value;
string absolutePath = Path.Combine(sourceFolderPath, codeFilepath);
string text = File.ReadAllText(absolutePath);
text = text.Replace(XnaBaseName, AnxBaseName);
string destCodeFolderPath = codeFilepath.Replace(
Path.GetFileName(codeFilepath), "");
destCodeFolderPath = Path.Combine(destinationFolderPath,
destCodeFolderPath);
if (Directory.Exists(destCodeFolderPath) == false)
{
Directory.CreateDirectory(destCodeFolderPath);
}
File.WriteAllText(Path.Combine(destinationFolderPath,
codeFilepath), text);
#endregion
}
else if (item.Name.LocalName == "BootstrapperPackage")
{
#region Process BootstrapperPackage
// Remove all bootstrapper tasks for XNA.
string includeName = item.Attribute("Include").Value;
if (includeName.Contains(XnaBaseName))
{
item.Remove();
}
#endregion
}
}
}
doc.Save(destinationFilepath);
}
#endregion
}
}