Added some documentation and progress on boilerplate.
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@ -49,7 +49,7 @@ namespace SlatedGameToolkit.Framework {
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}
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private static void Loop(Object o) {
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if (!(o is Manager)) throw new ArgumentException("The passed object needs to be of type manager.");
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if (!(o is Manager)) throw new InternalFrameworkException(String.Format("Expected manager object for asynchronous loop. Got {0}", o));
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Manager manager = (Manager) o;
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long currentTime = DateTimeOffset.Now.ToUnixTimeMilliseconds();
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long timePassedFromLastUpdate = 0;
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@ -113,6 +113,11 @@ namespace SlatedGameToolkit.Framework {
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lock (ignitionLock) {
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if (!loopCompleted) return false;
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loopCompleted = false;
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) throw new FrameworkSDLException();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 1) < 0) throw new FrameworkSDLException();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_CORE) < 0) throw new FrameworkSDLException();
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exit = false;
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if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO) != 0) {
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throw new FrameworkSDLException();
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@ -7,13 +7,39 @@ using SlatedGameToolkit.Framework.Exceptions;
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namespace SlatedGameToolkit.Framework.Graphics.Window
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{
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/// <summary>
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/// A delegate to determine the type of interaction with a window.
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/// The method should be extremely lightweight as it can be called many times.
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/// </summary>
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/// <param name="hitPoint">The window coordinates that are being interacted with.</param>
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/// <returns>The region type.</returns>
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public delegate WindowRegion WindowRegionHit(FloatVector2 hitPoint);
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/// <summary>
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/// A handle for a window.
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/// This object itself is not thread safe.
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/// </summary>
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public sealed class WindowHandle : IDisposable
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{
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/// <summary>
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/// The pointer referencing the SDL window.
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/// </summary>
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public readonly IntPtr window;
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public event WindowRegionHit windowRegionHitEvent;
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IntPtr windowSurfaceHandle;
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/// <summary>
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/// The pointer referencing the OpenGL context.
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/// </summary>
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public readonly IntPtr glContext;
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/// <summary>
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/// Event for when the window is being interacted with.
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/// </summary>
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public event WindowRegionHit windowRegionHitEvent;
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/// <summary>
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/// Whether or not to show this window.
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/// </summary>
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/// <value>True for showing.</value>
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public bool Shown {
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set {
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if (value) {
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@ -28,6 +54,10 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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}
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}
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/// <summary>
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/// The title displayed on the window.
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/// </summary>
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/// <value>A string that represents whats to be displayed as the title of the window.</value>
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public string WindowTitle {
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set {
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SDL.SDL_SetWindowTitle(window, value);
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@ -38,6 +68,10 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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}
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}
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/// <summary>
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/// Whether or not to display the default window border.
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/// </summary>
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/// <value>True if displaying borders.</value>
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public bool WindowBordered {
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set {
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SDL.SDL_SetWindowBordered(window, value ? SDL.SDL_bool.SDL_TRUE : SDL.SDL_bool.SDL_FALSE);
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@ -51,6 +85,10 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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}
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}
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/// <summary>
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/// Whether or not this window should be resizeable.
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/// </summary>
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/// <value>True if resizeable.</value>
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public bool WindowResizable {
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set {
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SDL.SDL_SetWindowResizable(window, value ? SDL.SDL_bool.SDL_TRUE : SDL.SDL_bool.SDL_FALSE);
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@ -60,6 +98,11 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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}
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}
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/// <summary>
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/// The boundaries of the window represent both the bottom left corner relative to the screen,
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/// as well as the current width and height of this window.
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/// </summary>
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/// <value>Rectangle representing the boundaries of the window.</value>
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public FloatRectangle WindowBoundaries {
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set {
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SDL.SDL_SetWindowPosition(window, (int)value.X1, (int)value.Y1);
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@ -79,6 +122,10 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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}
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}
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/// <summary>
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/// The maximum size the window can be at any given time.
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/// </summary>
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/// <value>A vector that represents the maximum width and height of the window with the x and y components respectively.</value>
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public FloatVector2 MaximumSize {
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set {
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SDL.SDL_SetWindowMaximumSize(window, (int)value.x, (int)value.y);
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@ -93,19 +140,10 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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}
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}
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public float Opacity {
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set {
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int errorCode = SDL.SDL_SetWindowOpacity(window, value);
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if (errorCode < 0) throw new OptionalSDLException();
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}
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get {
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float value;
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int errorCode = SDL.SDL_GetWindowOpacity(window, out value);
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if (errorCode < 0) throw new OptionalSDLException();
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return value;
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}
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}
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/// <summary>
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/// The minimum size the window can be at any given time.
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/// </summary>
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/// <value>A vector that represents the minimum width and height of the window with the x and y components respectively.</value>
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public FloatVector2 MinimumSize {
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set {
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SDL.SDL_SetWindowMinimumSize(window, (int)value.x, (int)value.y);
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@ -119,7 +157,29 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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return maxSize;
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}
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}
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/// <summary>
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/// The opacity of the window itself.
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/// This is not supported on all targetted platforms, and therefore, can throw an OptionalSDLException for when this is the case.
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/// </summary>
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/// <value>A float with bounds of [0, 1] representing the opacity of the window.</value>
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public float Opacity {
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set {
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int errorCode = SDL.SDL_SetWindowOpacity(window, value);
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if (errorCode < 0) throw new OptionalSDLException();
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}
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get {
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float value;
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int errorCode = SDL.SDL_GetWindowOpacity(window, out value);
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if (errorCode < 0) throw new OptionalSDLException();
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return value;
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}
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}
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/// <summary>
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/// Whether or not this window is grabbing the users input by making sure the mouse stays within this windows boundaries.
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/// </summary>
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/// <value>True if grabbing.</value>
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public bool GrabbingInput {
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set {
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SDL.SDL_SetWindowGrab(window, value ? SDL.SDL_bool.SDL_TRUE : SDL.SDL_bool.SDL_FALSE);
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@ -134,10 +194,39 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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if (window == null) {
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throw new FrameworkSDLException();
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}
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glContext = SDL.SDL_GL_CreateContext(window);
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if (glContext == null) {
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throw new FrameworkSDLException();
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}
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if (SDL.SDL_SetWindowHitTest(window, SpecialRegionHit, IntPtr.Zero) < 0) {
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throw new OptionalSDLException();
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}
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windowSurfaceHandle = SDL.SDL_GetWindowSurface(window);
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}
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/// <summary>
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/// Makes this window the window that is currently being drawn to.
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/// More specifically, it sets the OpenGL Context associated with this window to be the one
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/// that is actively receiving all OpenGL calls.
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/// </summary>
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public void DrawToWindow() {
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SDL.SDL_GL_MakeCurrent(window, glContext);
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}
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/// <summary>
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/// Raises this window to be above other windows.
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/// </summary>
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public void RaiseToTop() {
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SDL.SDL_RaiseWindow(window);
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}
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/// <summary>
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/// Gets the index of the display that this window resides within.
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/// </summary>
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/// <returns>An integer representing the display this window resides within.</returns>
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public int GetDisplayIndex() {
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int index = SDL.SDL_GetWindowDisplayIndex(window);
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if (index < 0) throw new FrameworkSDLException();
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return index;
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}
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private SDL.SDL_HitTestResult SpecialRegionHit(IntPtr window, IntPtr hitPtr, IntPtr data) {
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@ -147,19 +236,12 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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return region.ToSDLHitTestResult();
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}
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public void RaiseToTop() {
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SDL.SDL_RaiseWindow(window);
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}
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public int GetDisplayIndex() {
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int index = SDL.SDL_GetWindowDisplayIndex(window);
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if (index < 0) throw new FrameworkSDLException();
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return index;
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}
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/// <summary>
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/// Disposes of this window and it's associated handles.
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/// </summary>
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public void Dispose()
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{
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SDL.SDL_FreeSurface(windowSurfaceHandle);
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SDL.SDL_GL_DeleteContext(glContext);
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SDL.SDL_DestroyWindow(window);
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}
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@ -1,14 +1,12 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using SlatedGameToolkit.Framework.Graphics.Window;
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using SlatedGameToolkit.Framework.StateSystem.States;
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namespace SlatedGameToolkit.Framework.StateSystem
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{
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public sealed class Manager : IDisposable {
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public Thread thread;
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public readonly WindowHandle window;
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private IState currentState;
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private IState nextState;
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private Dictionary<string, IState> states;
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@ -19,11 +17,9 @@ namespace SlatedGameToolkit.Framework.StateSystem
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/// None of the parameters can be null, and the initial state must exist in initial set of states.
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/// </summary>
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/// <param name="initialState">The name of the initial state.</param>
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/// <param name="window">The window handle being used for this set of states.</param>
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/// <param name="states">The initial set of game states to be added.</param>
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public Manager(string initialState, WindowHandle window, params IState[] states) {
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public Manager(string initialState, params IState[] states) {
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if (initialState == null) throw new ArgumentNullException("initialState");
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this.window = window ?? throw new ArgumentNullException("window");
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this.states = new Dictionary<string, IState>();
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thread = Thread.CurrentThread;
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addStates(states);
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@ -117,12 +113,10 @@ namespace SlatedGameToolkit.Framework.StateSystem
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/// <summary>
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/// Disposes of this manager.
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/// This also disposes the window and all the individual states.
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/// </summary>
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public void Dispose()
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{
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removeAllStates();
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window.Dispose();
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}
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~Manager() {
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