Added window control grabbing and special hit testing.
Also cleaned up and added exceptions to better structure exception handling. Many small changes to improve useability of framework. Some refactoring.
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@ -2,5 +2,10 @@ namespace SlatedGameToolkit.Framework.DataTypes
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{
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public struct FloatVector2 {
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public volatile float x, y;
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public FloatVector2(float x, float y) {
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this.x = x;
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this.y = y;
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}
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}
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}
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@ -0,0 +1,17 @@
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using System;
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namespace SlatedGameToolkit.Framework.Exceptions
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{
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public abstract class FrameworkException : Exception {
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public FrameworkException() {
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}
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public FrameworkException(string message) : base(message) {
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}
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public FrameworkException(string message, Exception inner) : base(message, inner) {
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}
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}
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}
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@ -0,0 +1,21 @@
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using System;
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namespace SlatedGameToolkit.Framework.Exceptions
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{
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/// <summary>
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/// Any errors generated by an SDL feature that the engine requires are wrapped in the form of this type of exception.
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/// </summary>
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public class FrameworkSDLException : SDLException {
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public FrameworkSDLException() : base() {
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}
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public FrameworkSDLException(string message) : base(message) {
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}
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public FrameworkSDLException(string message, Exception inner) : base(message, inner) {
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}
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}
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}
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@ -0,0 +1,20 @@
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using System;
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namespace SlatedGameToolkit.Framework.Exceptions
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{
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/// <summary>
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/// An exception that is thrown when there is an inappropriate use of the framework.
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/// </summary>
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public class FrameworkUsageException : FrameworkException {
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public FrameworkUsageException() : base() {
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}
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public FrameworkUsageException(string message) : base(message) {
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}
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public FrameworkUsageException(string message, Exception inner) : base(message, inner) {
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}
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}
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}
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@ -0,0 +1,18 @@
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using System;
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namespace SlatedGameToolkit.Framework.Exceptions
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{
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internal class InternalFrameworkException : FrameworkException {
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const string ADDITIONAL_MESSAGE = "\nThis exception is a framework bug!";
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public InternalFrameworkException() : base() {
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}
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public InternalFrameworkException(string message) : base(message + ADDITIONAL_MESSAGE) {
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}
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public InternalFrameworkException(string message, Exception inner) : base(message + ADDITIONAL_MESSAGE, inner) {
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}
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}
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}
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@ -0,0 +1,22 @@
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using System;
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namespace SlatedGameToolkit.Framework.Exceptions
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{
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/// <summary>
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/// This exception is produced when the error producing SDL feature is not something the framework considers critical.
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/// This can happen if not all framework supported platforms support a specific feature that SDL provides.
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/// </summary>
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public class OptionalSDLException : SDLException {
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public OptionalSDLException() : base() {
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}
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public OptionalSDLException(string message) : base(message) {
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}
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public OptionalSDLException(string message, Exception inner) : base(message, inner) {
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}
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}
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}
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@ -7,7 +7,7 @@ namespace SlatedGameToolkit.Framework.Exceptions
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/// An SDLException is defined as an exception that is thrown whenever an error occurrs in any SDL functions.
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/// </summary>
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[Serializable]
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public class SDLException : Exception {
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public abstract class SDLException : Exception {
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public string SDLMessage { get; }
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/// <summary>
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@ -1,17 +0,0 @@
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using System;
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namespace SlatedGameToolkit.Framework.Exceptions
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{
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public class SlatedGameToolkitException : Exception {
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public SlatedGameToolkitException() {
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}
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public SlatedGameToolkitException(string message) : base(message) {
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}
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public SlatedGameToolkitException(string message, Exception inner) : base(message, inner) {
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}
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}
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}
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@ -5,7 +5,6 @@ using Serilog;
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using Serilog.Core;
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using SlatedGameToolkit.Framework.Exceptions;
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using SlatedGameToolkit.Framework.StateSystem;
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using SlatedGameToolkit.Framework.Window;
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namespace SlatedGameToolkit.Framework {
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/// <summary>
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@ -108,7 +107,7 @@ namespace SlatedGameToolkit.Framework {
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logger.Warning(String.Format("Engine was designed with SDL version {0}, currently running on {1}", SDLVersion.ToString(), SDLBuiltVersion.ToString()));
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if (SDLVersion.major < 2) {
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logger.Error("This engine was designed to work with SDL2. The version you're currently running is severely outdated.");
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throw new SlatedGameToolkitException("Outdated SDL binaries.");
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throw new FrameworkUsageException("Outdated SDL binaries.");
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}
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}
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lock (ignitionLock) {
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@ -116,10 +115,10 @@ namespace SlatedGameToolkit.Framework {
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loopCompleted = false;
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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 SDLException();
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throw new FrameworkSDLException();
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}
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if (SDL.SDL_Init(SDL.SDL_INIT_AUDIO) != 0) {
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throw new SDLException();
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throw new FrameworkSDLException();
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}
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thread = new Thread(Loop);
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thread.Start(manager);
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@ -1,13 +1,17 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using SDL2;
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using SlatedGameToolkit.Framework.DataTypes;
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using SlatedGameToolkit.Framework.Exceptions;
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namespace SlatedGameToolkit.Framework.Graphics.Window
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{
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public delegate WindowRegion WindowRegionHit(FloatVector2 hitPoint);
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public sealed class WindowHandle : IDisposable
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{
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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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public bool Shown {
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@ -42,7 +46,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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get {
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int top, bottom, left, right;
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int errorCode = SDL.SDL_GetWindowBordersSize(window, out top, out left, out bottom, out right);
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if (errorCode < 0) throw new SDLException();
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if (errorCode < 0) throw new OptionalSDLException();
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return top > 0 || bottom > 0 || left > 0 || right > 0;
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}
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}
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@ -92,12 +96,12 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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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 SDLException();
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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 SDLException();
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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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@ -116,18 +120,40 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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}
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}
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public WindowHandle(string title, int x, int y, int width, int height, WindowOptions options) {
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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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}
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get {
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return SDL.SDL_GetWindowGrab(window) == SDL.SDL_bool.SDL_TRUE ? true : false;
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}
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}
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public WindowHandle(string title, int x, int y, int width, int height, bool specialRegions, WindowOptions options) {
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window = SDL.SDL_CreateWindow(title, x, y, width, height, SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL | options.ToSDLWindowFlag());
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if (window == 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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private SDL.SDL_HitTestResult SpecialRegionHit(IntPtr window, IntPtr hitPtr, IntPtr data) {
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SDL.SDL_Point SDLPoint = Marshal.PtrToStructure<SDL.SDL_Point>(hitPtr);
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FloatVector2 point = new FloatVector2(SDLPoint.x, SDLPoint.y);
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WindowRegion region = windowRegionHitEvent.Invoke(point);
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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 SDLException();
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if (index < 0) throw new FrameworkSDLException();
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return index;
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}
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using System;
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using SDL2;
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using SlatedGameToolkit.Framework.Exceptions;
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namespace SlatedGameToolkit.Framework.Graphics.Window
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{
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public enum WindowRegion {
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NORMAL = SDL.SDL_HitTestResult.SDL_HITTEST_NORMAL,
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DRAGGABLE = SDL.SDL_HitTestResult.SDL_HITTEST_DRAGGABLE,
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TOP_LEFT = SDL.SDL_HitTestResult.SDL_HITTEST_RESIZE_TOPLEFT,
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TOP_RIGHT = SDL.SDL_HitTestResult.SDL_HITTEST_RESIZE_TOPRIGHT,
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BOTTOM_LEFT = SDL.SDL_HitTestResult.SDL_HITTEST_RESIZE_BOTTOMLEFT,
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BOTTOM_RIGHT = SDL.SDL_HitTestResult.SDL_HITTEST_RESIZE_BOTTOMRIGHT,
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TOP = SDL.SDL_HitTestResult.SDL_HITTEST_RESIZE_TOP,
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BOTTOM = SDL.SDL_HitTestResult.SDL_HITTEST_RESIZE_BOTTOM,
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RIGHT = SDL.SDL_HitTestResult.SDL_HITTEST_RESIZE_RIGHT,
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LEFT = SDL.SDL_HitTestResult.SDL_HITTEST_RESIZE_LEFT,
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}
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internal static class WindowRegionExtensions {
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public static SDL.SDL_HitTestResult ToSDLHitTestResult(this WindowRegion region) {
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SDL.SDL_HitTestResult result;
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if (!Enum.TryParse(((int) region).ToString(), out result)) throw new InternalFrameworkException("Unable to convert window regions.");
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return result;
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}
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}
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}
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using System;
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using SDL2;
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using SlatedGameToolkit.Framework.Exceptions;
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namespace SlatedGameToolkit.Framework.Graphics.Window
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{
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@ -11,7 +12,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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internal static class WindowOptionsExtension {
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public static SDL.SDL_WindowFlags ToSDLWindowFlag(this WindowOptions options) {
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SDL.SDL_WindowFlags sdlFlag;
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Enum.TryParse(((uint) options).ToString(), out sdlFlag);
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if (!(Enum.TryParse(((uint) options).ToString(), out sdlFlag))) throw new InternalFrameworkException("Unable to convert window options.");
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return sdlFlag;
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}
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}
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