Glatzemann 7b1c3d402c - added the RenderSystem.Windows.Metro with a bunch of new files (NOT WORKING currently)
- changed many things in ANX.Framework core assembly to make it compile using VS2011 and .NET 4.5 for Win8 (not finished yet)
2012-02-21 07:52:20 +00:00

184 lines
6.5 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Windows.ApplicationModel.Core;
using Windows.ApplicationModel.Infrastructure;
using Windows.UI.Core;
#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
{
internal class WindowsGameWindow : GameWindow, IViewProvider
{
#region Private Members
private CoreWindow gameWindow;
#endregion // Private Members
internal WindowsGameWindow()
{
//this.gameWindow = new RenderForm("ANX.Framework");
//this.gameWindow.Width = 800;
//this.gameWindow.Height = 480;
//this.gameWindow.MaximizeBox = false;
//this.gameWindow.FormBorderStyle = FormBorderStyle.Fixed3D;
}
public void Initialize(CoreWindow window, CoreApplicationView applicationView)
{
this.gameWindow = window;
}
public void Load(string entryPoint)
{
}
public void Run()
{
System.Diagnostics.Debugger.Break();
}
public void Uninitialize()
{
}
public void Close()
{
if (gameWindow != null)
{
gameWindow.Close();
}
}
public CoreWindow Form
{
get
{
return gameWindow;
}
}
public override IntPtr Handle
{
get
{
return IntPtr.Zero;
}
}
public override bool IsMinimized
{
get
{
//TODO: return gameWindow.WindowState == FormWindowState.Minimized;
return false;
}
}
public override void BeginScreenDeviceChange(bool willBeFullScreen)
{
throw new NotImplementedException();
}
public override void EndScreenDeviceChange(string screenDeviceName, int clientWidth, int clientHeight)
{
throw new NotImplementedException();
}
protected override void SetTitle(string title)
{
//TODO: this.gameWindow.Text = title;
}
public override bool AllowUserResizing
{
get
{
//return gameWindow.FormBorderStyle == FormBorderStyle.Sizable;
return false;
}
set
{
throw new NotSupportedException("AllowUserResizing can not be changed in RenderSystem Metro");
}
}
public override Rectangle ClientBounds
{
get
{
//TODO: cache this to prevent four castings on every access
//TODO: check if double type bounds are really castable to int
return new Rectangle((int)this.gameWindow.Bounds.Left,
(int)this.gameWindow.Bounds.Top,
(int)this.gameWindow.Bounds.Width,
(int)this.gameWindow.Bounds.Height);
}
}
public override string ScreenDeviceName
{
get { throw new NotImplementedException(); }
}
public override DisplayOrientation CurrentOrientation
{
get { throw new NotImplementedException(); }
}
}
}