RegisterClassEx() private method

private RegisterClassEx ( ExtendedWindowClass &window_class ) : ushort
window_class ExtendedWindowClass
return ushort
Ejemplo n.º 1
0
        IntPtr CreateWindow(int x, int y, int width, int height, string title, GameWindowFlags options, DisplayDevice device, IntPtr parentHandle)
        {
            // Use win32 to create the native window.
            // Keep in mind that some construction code runs in the WM_CREATE message handler.

            // The style of a parent window is different than that of a child window.
            // Note: the child window should always be visible, even if the parent isn't.
            WindowStyle         style    = 0;
            ExtendedWindowStyle ex_style = 0;

            if (parentHandle == IntPtr.Zero)
            {
                style   |= WindowStyle.OverlappedWindow | WindowStyle.ClipChildren;
                ex_style = ParentStyleEx;
            }
            else
            {
                style   |= WindowStyle.Visible | WindowStyle.Child | WindowStyle.ClipSiblings;
                ex_style = ChildStyleEx;
            }

            // Find out the final window rectangle, after the WM has added its chrome (titlebar, sidebars etc).
            Win32Rectangle rect = new Win32Rectangle();

            rect.left = x; rect.top = y; rect.right = x + width; rect.bottom = y + height;
            Functions.AdjustWindowRectEx(ref rect, style, false, ex_style);
            // Create the window class that we will use for this window.
            // The current approach is to register a new class for each top-level WinGLWindow we create.
            if (!class_registered)
            {
                ExtendedWindowClass wc = new ExtendedWindowClass();
                wc.Size      = ExtendedWindowClass.SizeInBytes;
                wc.Style     = DefaultClassStyle;
                wc.Instance  = Instance;
                wc.WndProc   = WindowProcedureDelegate;
                wc.ClassName = ClassName;
                wc.Icon      = Icon != null ? Icon.Handle : IntPtr.Zero;
#warning "This seems to resize one of the 'large' icons, rather than using a small icon directly (multi-icon files). Investigate!"
                wc.IconSm = Icon != null ? new Icon(Icon, 16, 16).Handle : IntPtr.Zero;
                wc.Cursor = Functions.LoadCursor(CursorName.Arrow);
                ushort atom = Functions.RegisterClassEx(ref wc);
                if (atom == 0)
                {
                    throw new PlatformException(String.Format("Failed to register window class. Error: {0}", Marshal.GetLastWin32Error()));
                }
                class_registered = true;
            }

            IntPtr window_name = Marshal.StringToHGlobalAuto(title);
            IntPtr handle      = Functions.CreateWindowEx(
                ex_style, ClassName, window_name, style,
                rect.left, rect.top, rect.Width, rect.Height,
                parentHandle, IntPtr.Zero, Instance, IntPtr.Zero);
            if (handle == IntPtr.Zero)
            {
                throw new PlatformException(String.Format("Failed to create window. Error: {0}", Marshal.GetLastWin32Error()));
            }
            return(handle);
        }
Ejemplo n.º 2
0
        private IntPtr CreateWindow(int x, int y, int width, int height, string title, GameWindowFlags options, DisplayDevice device, IntPtr parentHandle)
        {
            WindowStyle         windowStyle1 = WindowStyle.Overlapped;
            WindowStyle         windowStyle2;
            ExtendedWindowStyle extendedWindowStyle;

            if (parentHandle == IntPtr.Zero)
            {
                windowStyle2        = windowStyle1 | WindowStyle.TiledWindow | WindowStyle.ClipChildren;
                extendedWindowStyle = ExtendedWindowStyle.WindowEdge | ExtendedWindowStyle.ApplicationWindow;
            }
            else
            {
                windowStyle2        = windowStyle1 | WindowStyle.Child | WindowStyle.Visible | WindowStyle.ClipSiblings;
                extendedWindowStyle = ExtendedWindowStyle.Left;
            }
            Win32Rectangle lpRect = new Win32Rectangle();

            lpRect.left   = x;
            lpRect.top    = y;
            lpRect.right  = x + width;
            lpRect.bottom = y + height;
            Functions.AdjustWindowRectEx(ref lpRect, windowStyle2, false, extendedWindowStyle);
            if (!this.class_registered)
            {
                if ((int)Functions.RegisterClassEx(ref new ExtendedWindowClass()
                {
                    Size = ExtendedWindowClass.SizeInBytes,
                    Style = ClassStyle.OwnDC,
                    Instance = this.Instance,
                    WndProc = this.WindowProcedureDelegate,
                    ClassName = this.ClassName,
                    Icon = this.Icon != null ? this.Icon.Handle : IntPtr.Zero,
                    IconSm = this.Icon != null ? new Icon(this.Icon, 16, 16).Handle : IntPtr.Zero,
                    Cursor = Functions.LoadCursor(CursorName.Arrow)
                }) == 0)
                {
                    throw new PlatformException(string.Format("Failed to register window class. Error: {0}", (object)Marshal.GetLastWin32Error()));
                }
                this.class_registered = true;
            }
            IntPtr WindowName = Marshal.StringToHGlobalAuto(title);
            IntPtr windowEx   = Functions.CreateWindowEx(extendedWindowStyle, this.ClassName, WindowName, windowStyle2, lpRect.left, lpRect.top, lpRect.Width, lpRect.Height, parentHandle, IntPtr.Zero, this.Instance, IntPtr.Zero);

            if (windowEx == IntPtr.Zero)
            {
                throw new PlatformException(string.Format("Failed to create window. Error: {0}", (object)Marshal.GetLastWin32Error()));
            }
            else
            {
                return(windowEx);
            }
        }
Ejemplo n.º 3
0
        public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
                            int major, int minor, GraphicsContextFlags flags)
        {
            // There are many ways this code can break when accessed by multiple threads. The biggest offender is
            // the sharedContext stuff, which will only become valid *after* this constructor returns.
            // The easiest solution is to serialize all context construction - hence the big lock, below.
            lock (LoadLock)
            {
                if (window == null)
                {
                    throw new ArgumentNullException("window", "Must point to a valid window.");
                }
                if (window.Handle == IntPtr.Zero)
                {
                    throw new ArgumentException("window", "Must be a valid window.");
                }

                IntPtr current_context = Wgl.GetCurrentContext();

                ExtendedWindowClass wc = new ExtendedWindowClass();
                wc.Size      = ExtendedWindowClass.SizeInBytes;
                wc.Style     = ClassStyle.OwnDC;
                wc.Instance  = Instance;
                wc.WndProc   = WindowProcedure;
                wc.ClassName = ClassName;

                ushort atom = Functions.RegisterClassEx(ref wc);

                IntPtr           window_name  = Marshal.StringToHGlobalAuto("temp");
                var              temp_window  = Functions.CreateWindowEx(ExtendedWindowStyle.WindowEdge | ExtendedWindowStyle.ApplicationWindow, ClassName, window_name, WindowStyle.OverlappedWindow | WindowStyle.ClipChildren, 0, 0, 10, 10, IntPtr.Zero, IntPtr.Zero, Instance, IntPtr.Zero);
                var              error        = Marshal.GetLastWin32Error();
                TemporaryContext temp_context = null;
                try
                {
                    if (current_context == IntPtr.Zero)
                    {
                        // Create temporary context to load WGL extensions
                        temp_context    = new TemporaryContext(temp_window);
                        current_context = Wgl.GetCurrentContext();
                        if (current_context != IntPtr.Zero && current_context == temp_context.Context.Handle)
                        {
                            new Wgl().LoadEntryPoints();
                        }
                    }

                    Debug.Print("OpenGL will be bound to window:{0} on thread:{1}", window.Handle,
                                System.Threading.Thread.CurrentThread.ManagedThreadId);

                    ModeSelector = new WinGraphicsMode(window.DeviceContext);
                    Mode         = SetGraphicsModePFD(ModeSelector, format, (WinWindowInfo)window);

                    if (Wgl.SupportsFunction("wglCreateContextAttribsARB"))
                    {
                        try
                        {
                            Debug.Write("Using WGL_ARB_create_context... ");

                            List <int> attributes = new List <int>();
                            attributes.Add((int)ArbCreateContext.MajorVersion);
                            attributes.Add(major);
                            attributes.Add((int)ArbCreateContext.MinorVersion);
                            attributes.Add(minor);
                            if (flags != 0)
                            {
                                attributes.Add((int)ArbCreateContext.ContextFlags);
                                attributes.Add((int)GetARBContextFlags(flags));
                                attributes.Add((int)ArbCreateContext.ProfileMask);
                                attributes.Add((int)GetARBContextProfile(flags));
                            }
                            // According to the docs, " <attribList> specifies a list of attributes for the context.
                            // The list consists of a sequence of <name,value> pairs terminated by the
                            // value 0. [...]"
                            // Is this a single 0, or a <0, 0> pair? (Defensive coding: add two zeroes just in case).
                            attributes.Add(0);
                            attributes.Add(0);

                            Handle = new ContextHandle(
                                Wgl.wglCreateContextAttribs(
                                    window.DeviceContext,
                                    sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero,
                                    attributes.ToArray()));
                            if (Handle == ContextHandle.Zero)
                            {
                                Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error());
                            }
                        }
                        catch (Exception e) { Debug.Print(e.ToString()); }
                    }

                    if (Handle == ContextHandle.Zero)
                    {
                        // Failed to create GL3-level context, fall back to GL2.
                        Debug.Write("Falling back to GL2... ");
                        Handle = new ContextHandle(Wgl.CreateContext(window.DeviceContext));
                        if (Handle == ContextHandle.Zero)
                        {
                            Handle = new ContextHandle(Wgl.CreateContext(window.DeviceContext));
                        }
                        if (Handle == ContextHandle.Zero)
                        {
                            throw new GraphicsContextException(
                                      String.Format("Context creation failed. Wgl.CreateContext() error: {0}.",
                                                    Marshal.GetLastWin32Error()));
                        }
                    }

                    Debug.WriteLine(String.Format("success! (id: {0})", Handle));
                }
                finally
                {
                    if (temp_context != null)
                    {
                        temp_context.Dispose();
                        temp_context = null;
                    }
                    if (temp_window != null)
                    {
                        error = Marshal.GetLastWin32Error();
                        Functions.DestroyWindow(temp_window);
                        Functions.UnregisterClass(ClassName, Instance);
                        error = Marshal.GetLastWin32Error();
                    }
                }
            }

            // Todo: is this comment still true?
            // On intel drivers, wgl entry points appear to change
            // when creating multiple contexts. As a workaround,
            // we reload Wgl entry points every time we create a
            // new context - this solves the issue without any apparent
            // side-effects (i.e. the old contexts can still be handled
            // using the new entry points.)
            // Sigh...
            MakeCurrent(window);
            new Wgl().LoadEntryPoints();

            if (sharedContext != null)
            {
                Marshal.GetLastWin32Error();
                Debug.Write(String.Format("Sharing state with context {0}: ", sharedContext));
                bool result = Wgl.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle);
                Debug.WriteLine(result ? "success!" : "failed with win32 error " + Marshal.GetLastWin32Error());
            }
        }