using System;
using System.Runtime.InteropServices;
using SDL2;
using SlatedGameToolkit.Framework.DataTypes;
using SlatedGameToolkit.Framework.Exceptions;
using SlatedGameToolkit.Framework.Graphics.OpenGL;
namespace SlatedGameToolkit.Framework.Graphics.Window
{
///
/// A delegate to determine the type of interaction with a window.
/// The method should be extremely lightweight as it can be called many times.
///
/// The window coordinates that are being interacted with.
/// The region type.
public delegate WindowRegion WindowRegionHit(FloatVector2 hitPoint);
///
/// A delegate that represents a function to be called on a window resize.
///
/// The new width.
/// The new height.
public delegate void WindowResize(int width, int height);
///
/// A delegate that represents a function to be called when a window event occurs.
///
public delegate void WindowOperation();
///
/// A handle for a window.
/// This object itself is not thread safe.
///
public sealed class WindowContext : IDisposable
{
///
/// The pointer referencing the SDL window.
///
private readonly IntPtr window;
///
/// The pointer referencing the OpenGL context.
///
private readonly IntPtr glContext;
public event WindowOperation focusGainedEvent, focusLostEvent;
///
/// Invoked when this window resizes.
///
public event WindowResize resizeEvent;
///
/// Event for when the window is being interacted with.
///
public event WindowRegionHit windowRegionHitEvent;
internal readonly GLClearColour clearColour;
internal readonly GLClear clear;
internal readonly GLViewport viewport;
///
/// Whether or not to show this window.
///
/// True for showing.
public bool Shown {
set {
if (value) {
SDL.SDL_ShowWindow(window);
} else {
SDL.SDL_HideWindow(window);
}
}
get {
return ((SDL.SDL_WindowFlags) Enum.Parse(typeof(SDL.SDL_WindowFlags), SDL.SDL_GetWindowFlags(window).ToString())).HasFlag(SDL.SDL_WindowFlags.SDL_WINDOW_SHOWN);
}
}
///
/// Whether or not to attempt to perform vertical synchronization.
/// Will use adaptive sync if supported.
/// If this window is not the current active window, retrieving and setting requires a context switch.
/// If a context switch was nessecary, will automatically switch back to previous once operation is complete.
/// If neither normal VSync or adaptive sync are available, enabling will throw an OptionalSDLException.
///
///
public bool VSync {
get {
IntPtr currentContext = SDL.SDL_GL_GetCurrentContext();
IntPtr currentWindow = SDL.SDL_GL_GetCurrentWindow();
bool diff = false;
if (currentContext != glContext || currentWindow != window) {
MakeCurrent();
diff = true;
}
bool vSync = SDL.SDL_GL_GetSwapInterval() != 0;
if (diff) SDL.SDL_GL_MakeCurrent(currentWindow, currentContext);
return vSync;
}
set {
IntPtr currentContext = SDL.SDL_GL_GetCurrentContext();
IntPtr currentWindow = SDL.SDL_GL_GetCurrentWindow();
bool diff = false;
if (currentContext != glContext || currentWindow != window) {
MakeCurrent();
diff = true;
}
if (SDL.SDL_GL_SetSwapInterval(value ? -1 : 0) < 0) {
if (SDL.SDL_GL_SetSwapInterval(value ? 1 : 0) < 0) {
throw new OptionalSDLException();
}
}
if (diff) SDL.SDL_GL_MakeCurrent(currentWindow, currentContext);
}
}
///
/// The title displayed on the window.
///
/// A string that represents whats to be displayed as the title of the window.
public string WindowTitle {
set {
SDL.SDL_SetWindowTitle(window, value);
}
get {
return SDL.SDL_GetWindowTitle(window);
}
}
///
/// Whether or not to display the default window border.
///
/// True if displaying borders.
public bool WindowBordered {
set {
SDL.SDL_SetWindowBordered(window, value ? SDL.SDL_bool.SDL_TRUE : SDL.SDL_bool.SDL_FALSE);
}
get {
int top, bottom, left, right;
int errorCode = SDL.SDL_GetWindowBordersSize(window, out top, out left, out bottom, out right);
if (errorCode < 0) throw new OptionalSDLException();
return top > 0 || bottom > 0 || left > 0 || right > 0;
}
}
///
/// Whether or not this window should be resizeable.
///
/// True if resizeable.
public bool WindowResizable {
set {
SDL.SDL_SetWindowResizable(window, value ? SDL.SDL_bool.SDL_TRUE : SDL.SDL_bool.SDL_FALSE);
}
get {
return ((SDL.SDL_WindowFlags) Enum.Parse(typeof(SDL.SDL_WindowFlags), SDL.SDL_GetWindowFlags(window).ToString())).HasFlag(SDL.SDL_WindowFlags.SDL_WINDOW_RESIZABLE);
}
}
///
/// The boundaries of the window represent both the bottom left corner relative to the screen,
/// as well as the current width and height of this window.
///
/// Rectangle representing the boundaries of the window.
public FloatRectangle WindowBoundaries {
set {
SDL.SDL_SetWindowPosition(window, (int)value.X1, (int)value.Y1);
SDL.SDL_SetWindowSize(window, (int)value.Width, (int)value.Height);
}
get {
int x, y, width, height;
SDL.SDL_GetWindowSize(window, out x, out y);
SDL.SDL_GetWindowPosition(window, out width, out height);
FloatRectangle rectangle = new FloatRectangle();
rectangle.X1 = x;
rectangle.Y2 = y;
rectangle.Width = width;
rectangle.Height = height;
return rectangle;
}
}
///
/// The maximum size the window can be at any given time.
///
/// A vector that represents the maximum width and height of the window with the x and y components respectively.
public FloatVector2 MaximumSize {
set {
SDL.SDL_SetWindowMaximumSize(window, (int)value.x, (int)value.y);
}
get {
int width, height;
SDL.SDL_GetWindowMaximumSize(window, out width, out height);
FloatVector2 maxSize = new FloatVector2();
maxSize.x = width;
maxSize.y = height;
return maxSize;
}
}
///
/// The minimum size the window can be at any given time.
///
/// A vector that represents the minimum width and height of the window with the x and y components respectively.
public FloatVector2 MinimumSize {
set {
SDL.SDL_SetWindowMinimumSize(window, (int)value.x, (int)value.y);
}
get {
int width, height;
SDL.SDL_GetWindowMinimumSize(window, out width, out height);
FloatVector2 maxSize = new FloatVector2();
maxSize.x = width;
maxSize.y = height;
return maxSize;
}
}
///
/// The opacity of the window itself.
/// This is not supported on all targetted platforms, and therefore, can throw an OptionalSDLException for when this is the case.
///
/// A float with bounds of [0, 1] representing the opacity of the window.
public float Opacity {
set {
int errorCode = SDL.SDL_SetWindowOpacity(window, value);
if (errorCode < 0) throw new OptionalSDLException();
}
get {
float value;
int errorCode = SDL.SDL_GetWindowOpacity(window, out value);
if (errorCode < 0) throw new OptionalSDLException();
return value;
}
}
///
/// Whether or not this window is grabbing the users input by making sure the mouse stays within this windows boundaries.
///
/// True if grabbing.
public bool GrabbingInput {
set {
SDL.SDL_SetWindowGrab(window, value ? SDL.SDL_bool.SDL_TRUE : SDL.SDL_bool.SDL_FALSE);
}
get {
return SDL.SDL_GetWindowGrab(window) == SDL.SDL_bool.SDL_TRUE ? true : false;
}
}
internal uint WindowID {
get {
uint id = SDL.SDL_GetWindowID(window);
if (id == 0) throw new FrameworkSDLException();
return id;
}
}
///
/// Instantiates a window handle.
///
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) {
throw new FrameworkSDLException();
}
glContext = SDL.SDL_GL_CreateContext(window);
if (glContext == null) {
throw new FrameworkSDLException();
}
clear = Marshal.GetDelegateForFunctionPointer(SDL.SDL_GL_GetProcAddress("glClear"));
if (clear == null) throw new FrameworkSDLException();
clearColour = Marshal.GetDelegateForFunctionPointer(SDL.SDL_GL_GetProcAddress("glClearColor"));
if (clearColour == null) throw new FrameworkSDLException();
viewport = Marshal.GetDelegateForFunctionPointer(SDL.SDL_GL_GetProcAddress("glViewport"));
if (viewport == null) throw new FrameworkSDLException();
if (specialRegions) {
if (SDL.SDL_SetWindowHitTest(window, SpecialRegionHit, IntPtr.Zero) < 0) {
throw new OptionalSDLException();
}
}
WindowContextsManager.RegisterWindow(this);
}
///
/// Makes this window the window that is currently being drawn to.
/// More specifically, it sets the OpenGL Context associated with this window to be the one
/// that is actively receiving all OpenGL calls.
///
/// If the current context is already of this window, nothing happens.
///
internal void MakeCurrent() {
if (SDL.SDL_GL_GetCurrentContext() != glContext) {
SDL.SDL_GL_MakeCurrent(window, glContext);
}
}
internal void SwapBuffer() {
SDL.SDL_GL_SwapWindow(window);
}
///
/// Attempts to raise the window to the top.
///
public void RaiseToTop() {
SDL.SDL_RestoreWindow(window);
SDL.SDL_RaiseWindow(window);
}
///
/// Gets the index of the display that this window resides within.
///
/// An integer representing the display this window resides within.
public int GetDisplayIndex() {
int index = SDL.SDL_GetWindowDisplayIndex(window);
if (index < 0) throw new FrameworkSDLException();
return index;
}
private SDL.SDL_HitTestResult SpecialRegionHit(IntPtr window, IntPtr hitPtr, IntPtr data) {
SDL.SDL_Point SDLPoint = Marshal.PtrToStructure(hitPtr);
FloatVector2 point = new FloatVector2(SDLPoint.x, SDLPoint.y);
WindowRegion region = windowRegionHitEvent.Invoke(point);
return (SDL.SDL_HitTestResult) region;
}
///
/// Disposes of this window and it's associated handles.
///
public void Dispose()
{
WindowContextsManager.DeregisterWindow(this);
SDL.SDL_GL_DeleteContext(glContext);
SDL.SDL_DestroyWindow(window);
}
internal void OnResize(int width, int height) {
resizeEvent?.Invoke(width, height);
}
internal void OnFocusLost() {
focusLostEvent?.Invoke();
}
internal void OnFocusGained() {
focusGainedEvent?.Invoke();
}
~WindowContext() {
Dispose();
}
}
}