anx.framework/ANX.Framework/GraphicsDeviceManager.cs
Glatzemann 9994697275 fixed issue #517 ("Wrong render size after applying changes")
fixed issue #518 ("DepthStencilBuffer resizing")
fixed issue #471 ("SpriteBatch crash")
2011-12-09 08:46:25 +00:00

427 lines
16 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.Graphics;
using System.IO;
using ANX.Framework.NonXNA;
#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;
private int backBufferWidth = DefaultBackBufferWidth;
private int backBufferHeight = DefaultBackBufferHeight;
private SurfaceFormat backBufferFormat = SurfaceFormat.Color;
private DepthFormat depthStencilFormat = DepthFormat.Depth24;
private GraphicsProfile graphicsProfile;
private bool isFullScreen;
private bool multiSampling;
private GraphicsDeviceInformation currentGraphicsDeviceInformation;
#endregion // Private Members
public static readonly int DefaultBackBufferWidth = 800;
public static readonly int DefaultBackBufferHeight = 480;
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;
public GraphicsDeviceManager(Game game)
{
if (game == null)
{
throw new ArgumentNullException("game");
}
this.game = game;
if (game.Services.GetService(typeof(IGraphicsDeviceManager)) != null)
{
throw new ArgumentException("The GraphicsDeviceManager was already registered to the game class");
}
game.Services.AddService(typeof(IGraphicsDeviceManager), this);
if (game.Services.GetService(typeof(IGraphicsDeviceService)) != null)
{
throw new ArgumentException("The GraphicsDeviceService was already registered to the game class");
}
game.Services.AddService(typeof(IGraphicsDeviceService), this);
game.Window.ClientSizeChanged += new EventHandler<EventArgs>(Window_ClientSizeChanged);
game.Window.ScreenDeviceNameChanged += new EventHandler<EventArgs>(Window_ScreenDeviceNameChanged);
game.Window.OrientationChanged += new EventHandler<EventArgs>(Window_OrientationChanged);
this.graphicsProfile = FetchGraphicsProfile();
}
void Window_OrientationChanged(object sender, EventArgs e)
{
throw new NotImplementedException();
}
void Window_ScreenDeviceNameChanged(object sender, EventArgs e)
{
throw new NotImplementedException();
}
void Window_ClientSizeChanged(object sender, EventArgs e)
{
throw new NotImplementedException();
}
public bool BeginDraw()
{
return true;
}
public void CreateDevice()
{
ApplyChanges();
}
private void CreateDevice(GraphicsDeviceInformation deviceInformation)
{
if (this.graphicsDevice != null)
{
System.Diagnostics.Debugger.Break(); // Test this!!!
this.graphicsDevice.Dispose();
this.graphicsDevice = null;
}
//TODO: validate graphics device
this.graphicsDevice = new GraphicsDevice(deviceInformation.Adapter, deviceInformation.GraphicsProfile, deviceInformation.PresentationParameters);
GraphicsResourceTracker.Instance.UpdateGraphicsDeviceReference(this.graphicsDevice);
//TODO: hookup events
this.graphicsDevice.DeviceResetting += new EventHandler<EventArgs>(graphicsDevice_DeviceResetting);
this.graphicsDevice.DeviceReset += new EventHandler<EventArgs>(graphicsDevice_DeviceReset);
OnDeviceCreated(this, EventArgs.Empty);
}
void graphicsDevice_DeviceReset(object sender, EventArgs e)
{
OnDeviceReset(this, EventArgs.Empty);
}
void graphicsDevice_DeviceResetting(object sender, EventArgs e)
{
OnDeviceResetting(this, EventArgs.Empty);
}
public void EndDraw()
{
this.graphicsDevice.Present();
}
public void ApplyChanges()
{
GraphicsDeviceInformation graphicsDeviceInformation = FindBestDevice(true);
OnPreparingDeviceSettings(this, new PreparingDeviceSettingsEventArgs(graphicsDeviceInformation));
if (graphicsDevice != null)
{
if (this.CanResetDevice(graphicsDeviceInformation))
{
OnDeviceResetting(this, EventArgs.Empty);
this.graphicsDevice.Reset(graphicsDeviceInformation.PresentationParameters, graphicsDeviceInformation.Adapter);
OnDeviceReset(this, EventArgs.Empty);
}
else
{
//graphicsDevice.Dispose();
//graphicsDevice = null;
// Dispose could not be used here because all references to graphicsDevice get dirty!
graphicsDevice.Recreate(graphicsDeviceInformation.PresentationParameters);
}
}
if (graphicsDevice == null)
{
CreateDevice(graphicsDeviceInformation);
}
this.currentGraphicsDeviceInformation = graphicsDeviceInformation;
}
public void ToggleFullScreen()
{
throw new NotImplementedException();
}
public void Dispose()
{
throw new NotImplementedException();
}
protected virtual void Dispose(bool disposing)
{
throw new NotImplementedException();
}
protected GraphicsDeviceInformation FindBestDevice(bool anySuitableDevice)
{
//TODO: implement FindBestDevice
GraphicsDeviceInformation deviceInformation = new GraphicsDeviceInformation();
deviceInformation.PresentationParameters.DeviceWindowHandle = game.Window.Handle;
deviceInformation.PresentationParameters.BackBufferFormat = backBufferFormat;
deviceInformation.PresentationParameters.BackBufferWidth = backBufferWidth;
deviceInformation.PresentationParameters.BackBufferHeight = backBufferHeight;
deviceInformation.PresentationParameters.DepthStencilFormat = depthStencilFormat;
return deviceInformation;
}
protected virtual bool CanResetDevice(GraphicsDeviceInformation newDeviceInfo)
{
if (newDeviceInfo.Adapter == currentGraphicsDeviceInformation.Adapter &&
newDeviceInfo.GraphicsProfile == currentGraphicsDeviceInformation.GraphicsProfile &&
// newDeviceInfo.PresentationParameters.DepthStencilFormat == currentGraphicsDeviceInformation.PresentationParameters.DepthStencilFormat &&
newDeviceInfo.PresentationParameters.BackBufferFormat == currentGraphicsDeviceInformation.PresentationParameters.BackBufferFormat)
{
return true;
}
//TODO: implement CanResetDevice completly
return false;
}
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);
}
}
public GraphicsDevice GraphicsDevice
{
get { return this.graphicsDevice; }
}
public GraphicsProfile GraphicsProfile
{
get
{
return this.currentGraphicsDeviceInformation.GraphicsProfile;
}
set
{
throw new NotImplementedException();
}
}
public DepthFormat PreferredDepthStencilFormat
{
get
{
return this.currentGraphicsDeviceInformation.PresentationParameters.DepthStencilFormat;
}
set
{
this.depthStencilFormat = value;
}
}
public SurfaceFormat PreferredBackBufferFormat
{
get
{
return this.currentGraphicsDeviceInformation.PresentationParameters.BackBufferFormat;
}
set
{
this.backBufferFormat = value;
}
}
public int PreferredBackBufferWidth
{
get
{
return this.currentGraphicsDeviceInformation.PresentationParameters.BackBufferWidth;
}
set
{
this.backBufferWidth = value;
}
}
public int PreferredBackBufferHeight
{
get
{
return this.currentGraphicsDeviceInformation.PresentationParameters.BackBufferHeight;
}
set
{
this.backBufferHeight = value;
}
}
public bool IsFullScreen
{
get
{
return this.currentGraphicsDeviceInformation.PresentationParameters.IsFullScreen;
}
set
{
throw new NotImplementedException();
}
}
public bool SynchronizeWithVerticalRetrace
{
get
{
if (graphicsDevice != null && graphicsDevice.NativeDevice != null)
{
return graphicsDevice.NativeDevice.VSync;
}
return true;
}
set
{
graphicsDevice.NativeDevice.VSync = value;
}
}
public bool PreferMultiSampling
{
get
{
return this.currentGraphicsDeviceInformation.PresentationParameters.MultiSampleCount > 0;
}
set { throw new NotImplementedException(); }
}
public DisplayOrientation SupportedOrientations
{
get { throw new NotImplementedException(); }
set { throw new NotImplementedException(); }
}
private GraphicsProfile FetchGraphicsProfile()
{
Stream manifestResourceStream = this.game.GetType().Assembly.GetManifestResourceStream("Microsoft.Xna.Framework.RuntimeProfile");
if (manifestResourceStream != null)
{
using (StreamReader reader = new StreamReader(manifestResourceStream))
{
if (reader.ReadToEnd().Contains("HiDef"))
{
return GraphicsProfile.HiDef;
}
}
}
return GraphicsProfile.Reach;
}
}
}