Glatzemann 30f7b619aa Color: Fixed a small issue with FromNonPremultiplied method
Mouse: the WindowHandle is set by the RenderSystem now after creating the render window
Mouse: the cursor position is now obtained using win32 to get nice relative client window coordinates
Mouse: SetPosition handled using win32 now
2011-11-07 05:55:03 +00:00

136 lines
5.6 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using ANX.Framework.Windows.DX10;
using ANX.Framework.Input;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework
{
public class WindowsGameHost : GameHost
{
private Game game;
private WindowsGameWindow gameWindow;
private bool exitRequested;
public WindowsGameHost(Game game)
: base(game)
{
this.game = game;
//this.LockThreadToProcessor();
this.gameWindow = new WindowsGameWindow();
Mouse.WindowHandle = this.gameWindow.Handle;
//TouchPanel.WindowHandle = this.gameWindow.Handle;
//this.gameWindow.IsMouseVisible = game.IsMouseVisible;
this.gameWindow.Activated += new EventHandler<EventArgs>(this.GameWindowActivated);
this.gameWindow.Deactivated += new EventHandler<EventArgs>(this.GameWindowDeactivated);
//this.gameWindow.Suspend += new EventHandler<EventArgs>(this.GameWindowSuspend);
//this.gameWindow.Resume += new EventHandler<EventArgs>(this.GameWindowResume);
}
public override void Run()
{
Application.Idle += new EventHandler(this.ApplicationIdle);
Application.Run(this.gameWindow.Form);
Application.Idle -= this.ApplicationIdle;
}
public void RunOneFrame()
{
//this.gameWindow.Tick();
base.OnIdle();
}
public override GameWindow Window
{
get
{
return this.gameWindow;
}
}
public override void Exit()
{
this.exitRequested = true;
}
private void GameWindowActivated(object sender, EventArgs e)
{
base.OnActivated();
}
private void GameWindowDeactivated(object sender, EventArgs e)
{
base.OnDeactivated();
}
private void ApplicationIdle(object sender, EventArgs e)
{
NativeMethods.Message message;
while (!NativeMethods.PeekMessage(out message, IntPtr.Zero, 0, 0, 0))
{
if (this.exitRequested)
{
this.gameWindow.Close();
}
else
{
this.RunOneFrame();
}
}
}
}
}