anx.framework/ANX.Framework/GraphicsDeviceManager.cs

254 lines
9.1 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.Graphics;
#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 GraphicsDeviceManager : IGraphicsDeviceManager, IDisposable, IGraphicsDeviceService
{
#region Private Members
private Game game;
private GraphicsDevice graphicsDevice;
public static readonly int DefaultBackBufferWidth = 800;
public static readonly int DefaultBackBufferHeight = 600; //TODO: this is 480 in the original XNA
public event EventHandler<EventArgs> Disposed;
public event EventHandler<EventArgs> DeviceCreated;
public event EventHandler<EventArgs> DeviceDisposing;
public event EventHandler<EventArgs> DeviceReset;
public event EventHandler<EventArgs> DeviceResetting;
public event EventHandler<PreparingDeviceSettingsEventArgs> PreparingDeviceSettings;
#endregion // Private Members
public GraphicsDeviceManager(Game game)
{
//TODO: check arguments for null
this.game = game;
//TODO: check for duplicates
game.Services.AddService(typeof(IGraphicsDeviceManager), this);
game.Services.AddService(typeof(IGraphicsDeviceService), this);
}
public bool BeginDraw()
{
return true;
}
public void CreateDevice()
{
if (this.graphicsDevice != null)
{
this.graphicsDevice.Dispose();
this.graphicsDevice = null;
}
//TODO: validate graphics device
PresentationParameters presentationParameters = new PresentationParameters();
presentationParameters.DeviceWindowHandle = game.Window.Handle;
presentationParameters.BackBufferWidth = DefaultBackBufferWidth; //TODO: set real default sizes
presentationParameters.BackBufferHeight = DefaultBackBufferHeight;
this.graphicsDevice = new GraphicsDevice(presentationParameters);
//TODO: hookup events
}
public void EndDraw()
{
this.graphicsDevice.Present();
}
public void ApplyChanges()
{
throw new NotImplementedException();
}
public void ToggleFullScreen()
{
throw new NotImplementedException();
}
public void Dispose()
{
throw new NotImplementedException();
}
protected GraphicsDeviceInformation FindBestDevice(bool anySuitableDevice)
{
throw new NotImplementedException();
}
protected virtual bool CanResetDevice(GraphicsDeviceInformation newDeviceInfo)
{
throw new NotImplementedException();
}
protected virtual void RankDevices(List<GraphicsDeviceInformation> foundDevices)
{
throw new NotImplementedException();
}
protected virtual void OnDeviceCreated(Object sender, EventArgs args)
{
if (DeviceCreated != null)
{
DeviceCreated(sender, args);
}
}
protected virtual void OnDeviceDisposing(Object sender, EventArgs args)
{
if (DeviceDisposing != null)
{
DeviceDisposing(sender, args);
}
}
protected virtual void OnDeviceReset(Object sender, EventArgs args)
{
if (DeviceReset != null)
{
DeviceReset(sender, args);
}
}
protected virtual void OnDeviceResetting(Object sender, EventArgs args)
{
if (DeviceResetting != null)
{
DeviceResetting(sender, args);
}
}
protected virtual void OnPreparingDeviceSettings(Object sender, PreparingDeviceSettingsEventArgs args)
{
if (PreparingDeviceSettings != null)
{
PreparingDeviceSettings(sender, args);
}
}
protected virtual void Dispose(bool disposing
)
{
throw new NotImplementedException();
}
public GraphicsDevice GraphicsDevice
{
get { return this.graphicsDevice; }
}
public GraphicsProfile GraphicsProfile
{
get { throw new NotImplementedException(); }
set { throw new NotImplementedException(); }
}
public DepthFormat PreferredDepthStencilFormat
{
get { throw new NotImplementedException(); }
set { throw new NotImplementedException(); }
}
public SurfaceFormat PreferredBackBufferFormat
{
get { throw new NotImplementedException(); }
set { throw new NotImplementedException(); }
}
public int PreferredBackBufferWidth
{
get { throw new NotImplementedException(); }
set { throw new NotImplementedException(); }
}
public int PreferredBackBufferHeight
{
get { throw new NotImplementedException(); }
set { throw new NotImplementedException(); }
}
public bool IsFullScreen
{
get { throw new NotImplementedException(); }
set { throw new NotImplementedException(); }
}
public bool SynchronizeWithVerticalRetrace
{
get { throw new NotImplementedException(); }
set { throw new NotImplementedException(); }
}
public bool PreferMultiSampling
{
get { throw new NotImplementedException(); }
set { throw new NotImplementedException(); }
}
public DisplayOrientation SupportedOrientations
{
get { throw new NotImplementedException(); }
set { throw new NotImplementedException(); }
}
}
}