Refactoring.

This commit is contained in:
Harrison Deng 2020-05-28 10:20:54 -05:00
parent fb9bbdd123
commit 93937a8b34
6 changed files with 13 additions and 13 deletions

View File

@ -136,7 +136,7 @@ namespace SlatedGameToolkit.Framework {
Keyboard.OnKeyReleased((Key) SDL_Event.key.keysym.sym);
break;
case SDL.SDL_EventType.SDL_WINDOWEVENT:
WindowHandle handle = WindowManager.HandleFromID(SDL_Event.window.windowID);
WindowContext handle = WindowManager.HandleFromID(SDL_Event.window.windowID);
switch (SDL_Event.window.windowEvent)
{
case SDL.SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED:

View File

@ -31,7 +31,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
/// A handle for a window.
/// This object itself is not thread safe.
/// </summary>
public sealed class WindowHandle : IDisposable
public sealed class WindowContext : IDisposable
{
/// <summary>
/// The pointer referencing the SDL window.
@ -260,7 +260,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
/// <summary>
/// Instantiates a window handle.
/// </summary>
public WindowHandle(string title, int x = -1, int y = -1, int width = 640, int height = 480, bool specialRegions = false, WindowOption options = default(WindowOption)) {
public WindowContext(string title, int x = -1, int y = -1, int width = 640, int height = 480, bool specialRegions = false, WindowOption options = default(WindowOption)) {
GameEngine.Logger.Information(String.Format("Starting openGL window with title \"{0}\"", title));
window = SDL.SDL_CreateWindow(title, x < 0 ? SDL.SDL_WINDOWPOS_CENTERED : x, y < 0 ? SDL.SDL_WINDOWPOS_CENTERED : y, width, height, SDL.SDL_WindowFlags.SDL_WINDOW_INPUT_FOCUS | SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL | SDL.SDL_WindowFlags.SDL_WINDOW_MOUSE_FOCUS | (SDL.SDL_WindowFlags) options);
if (window == null) {
@ -353,7 +353,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
focusGainedEvent?.Invoke();
}
~WindowHandle() {
~WindowContext() {
Dispose();
}
}

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@ -3,19 +3,19 @@ using System.Collections.Generic;
namespace SlatedGameToolkit.Framework.Graphics.Window
{
internal static class WindowManager {
private static Dictionary<uint, WindowHandle> existingWindows = new Dictionary<uint, WindowHandle>();
private static Dictionary<uint, WindowContext> existingWindows = new Dictionary<uint, WindowContext>();
internal static void RegisterWindow(WindowHandle windowHandle) {
internal static void RegisterWindow(WindowContext windowHandle) {
GameEngine.Logger.Debug("Registering window: " + windowHandle.WindowID);
existingWindows.Add(windowHandle.WindowID, windowHandle);
}
internal static void DeregisterWindow(WindowHandle windowHandle) {
internal static void DeregisterWindow(WindowContext windowHandle) {
GameEngine.Logger.Debug("Deregistering window: " + windowHandle.WindowID);
existingWindows.Remove(windowHandle.WindowID);
}
internal static WindowHandle HandleFromID(uint ID) {
internal static WindowContext HandleFromID(uint ID) {
return existingWindows[ID];
}
}

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@ -10,7 +10,7 @@ using SlatedGameToolkit.Framework.StateSystem.States;
namespace SlatedGameToolkit.Framework.StateSystem
{
public sealed class Manager : IDisposable {
public WindowHandle CurrentWindow { get; private set; }
public WindowContext CurrentWindow { get; private set; }
public Thread thread;
public Colour backgroundColour;
private IState currentState;

View File

@ -5,7 +5,7 @@ namespace SlatedGameToolkit.Framework.StateSystem.States
{
public interface IState
{
WindowHandle CurrentWindow { get; }
WindowContext CurrentWindow { get; }
/// <summary>
/// Called when this state should be deactivated.

View File

@ -8,9 +8,9 @@ namespace SlatedGameToolkit.Tools.Utilities.GraphicalPlayground
{
public class MainState : IState
{
private WindowHandle window;
private WindowContext window;
public WindowHandle CurrentWindow { get { return window;}}
public WindowContext CurrentWindow { get { return window;}}
public bool Activate()
{
@ -34,7 +34,7 @@ namespace SlatedGameToolkit.Tools.Utilities.GraphicalPlayground
public void Initialize(Manager manager)
{
window = new WindowHandle("SlatedGameToolkit Playground");
window = new WindowContext("SlatedGameToolkit Playground");
window.RaiseToTop();
}