public BasicGameWindow(int width, int height) : base(width, height, GraphicsMode.Default, "window", GameWindowFlags.Default, DisplayDevice.Default, 3, 2, ContextFlags) { Closing += (sender, e) => e.Cancel = ExitRequested?.Invoke() ?? false; Closed += (sender, e) => Exited?.Invoke(); Cursor = MouseCursor.Empty; MakeCurrent(); string version = GL.GetString(StringName.Version); string versionNumberSubstring = GetVersionNumberSubstring(version); GLVersion = new Version(versionNumberSubstring); version = GL.GetString(StringName.ShadingLanguageVersion); if (!string.IsNullOrEmpty(version)) { try { GLSLVersion = new Version(versionNumberSubstring); } catch (Exception e) { Logger.Error(e, $@"couldn't set GLSL version using string '{version}'"); } } if (GLSLVersion == null) { GLSLVersion = new Version(); } //Set up OpenGL related characteristics GL.Disable(EnableCap.DepthTest); GL.Disable(EnableCap.StencilTest); GL.Enable(EnableCap.Blend); GL.Enable(EnableCap.ScissorTest); string extensions = ""; int numExtensions = GL.GetInteger(GetPName.NumExtensions); for (int i = 0; i < numExtensions;) { extensions += GL.GetString(StringNameIndexed.Extensions, i); if (++i < numExtensions) { extensions += " "; } } Logger.Log($@"GL Initialized GL Version: {GL.GetString(StringName.Version)} GL Renderer: {GL.GetString(StringName.Renderer)} GL Shader Language version: {GL.GetString(StringName.ShadingLanguageVersion)} GL Vendor: {GL.GetString(StringName.Vendor)} GL Extensions: {extensions}", LoggingTarget.Runtime, LogLevel.Important); Context.MakeCurrent(null); }
public FilterControl() { Children = new Drawable[] { new FillFlowContainer { RelativeSizeAxes = Axes.X, AutoSizeAxes = Axes.Y, Spacing = new Vector2(0f, 10f), Children = new Drawable[] { Search = new FilterTextBox { RelativeSizeAxes = Axes.X, Height = 40, Exit = () => ExitRequested?.Invoke(), }, new CollectionsDropdown <PlaylistCollection> { RelativeSizeAxes = Axes.X, Items = new[] { PlaylistCollection.All }, } }, }, }; Search.Current.ValueChanged += current_ValueChanged; }
/// <summary> /// Creates a <see cref="GameWindow"/> with a given <see cref="IGameWindow"/> implementation. /// </summary> protected GameWindow([NotNull] IGameWindow implementation) { Implementation = implementation; Implementation.KeyDown += OnKeyDown; Closing += (sender, e) => e.Cancel = ExitRequested?.Invoke() ?? false; Closed += (sender, e) => Exited?.Invoke(); MouseEnter += (sender, args) => CursorInWindow = true; MouseLeave += (sender, args) => CursorInWindow = false; FocusedChanged += (o, e) => isActive.Value = Focused; bool firstUpdate = true; UpdateFrame += (o, e) => { if (firstUpdate) { isActive.Value = Focused; firstUpdate = false; } }; WindowStateChanged += (o, e) => isActive.Value = WindowState != WindowState.Minimized; MakeCurrent(); string version = GL.GetString(StringName.Version); string versionNumberSubstring = getVersionNumberSubstring(version); GLVersion = new Version(versionNumberSubstring); version = GL.GetString(StringName.ShadingLanguageVersion); if (!string.IsNullOrEmpty(version)) { try { GLSLVersion = new Version(versionNumberSubstring); } catch (Exception e) { Logger.Error(e, $@"couldn't set GLSL version using string '{version}'"); } } if (GLSLVersion == null) { GLSLVersion = new Version(); } Logger.Log($@"GL Initialized GL Version: {GL.GetString(StringName.Version)} GL Renderer: {GL.GetString(StringName.Renderer)} GL Shader Language version: {GL.GetString(StringName.ShadingLanguageVersion)} GL Vendor: {GL.GetString(StringName.Vendor)} GL Extensions: {GL.GetString(StringName.Extensions)}"); Context.MakeCurrent(null); }
void OnExitButton() { if (State == BarState.Normal) { State = BarState.Exiting; } else { ExitRequested?.Invoke(); } }
protected GameWindow(int width, int height) : this(new OpenTK.GameWindow(width, height, new GraphicsMode(GraphicsMode.Default.ColorFormat, GraphicsMode.Default.Depth, GraphicsMode.Default.Stencil, GraphicsMode.Default.Samples, GraphicsMode.Default.AccumulatorFormat, 3))) { var gw = (OpenTK.GameWindow)Implementation; gw.Closing += (sender, e) => e.Cancel = ExitRequested?.Invoke() ?? false; gw.Closed += (sender, e) => Exited?.Invoke(); gw.MouseEnter += (sender, args) => CursorInWindow = true; gw.MouseLeave += (sender, args) => CursorInWindow = false; }
/// <summary> /// Creates a <see cref="GameWindow"/> with a given <see cref="IGameWindow"/> implementation. /// </summary> protected GameWindow([NotNull] IGameWindow implementation) { Implementation = implementation; Implementation.KeyDown += OnKeyDown; Closing += (sender, e) => e.Cancel = ExitRequested?.Invoke() ?? false; Closed += (sender, e) => Exited?.Invoke(); MouseEnter += (sender, args) => CursorInWindow = true; MouseLeave += (sender, args) => CursorInWindow = false; MakeCurrent(); string version = GL.GetString(StringName.Version); string versionNumberSubstring = getVersionNumberSubstring(version); GLVersion = new Version(versionNumberSubstring); version = GL.GetString(StringName.ShadingLanguageVersion); if (!string.IsNullOrEmpty(version)) { try { GLSLVersion = new Version(versionNumberSubstring); } catch (Exception e) { Logger.Error(e, $@"couldn't set GLSL version using string '{version}'"); } } if (GLSLVersion == null) { GLSLVersion = new Version(); } //Set up OpenGL related characteristics GL.Disable(EnableCap.DepthTest); GL.Disable(EnableCap.StencilTest); GL.Enable(EnableCap.Blend); GL.Enable(EnableCap.ScissorTest); Logger.Log($@"GL Initialized GL Version: {GL.GetString(StringName.Version)} GL Renderer: {GL.GetString(StringName.Renderer)} GL Shader Language version: {GL.GetString(StringName.ShadingLanguageVersion)} GL Vendor: {GL.GetString(StringName.Vendor)} GL Extensions: {GL.GetString(StringName.Extensions)}", LoggingTarget.Runtime, LogLevel.Important); Context.MakeCurrent(null); }
protected virtual bool OnExitRequested() { if (ExitRequested?.Invoke() == true) { return(true); } exitRequested = true; while (threadsRunning) { Thread.Sleep(1); } return(false); }
/// <summary> /// Создать контекстное меню /// </summary> /// <returns></returns> private ContextMenu CreateContextMenu() { var result = new ContextMenu(); result.MenuItems.Add("Действия", (sender, args) => OpenActionsRequested?.Invoke(this, EventArgs.Empty)); result.MenuItems.Add("Настройки сети", (sender, args) => OpenNetworkSettingsRequested?.Invoke(this, EventArgs.Empty)); result.MenuItems.Add("Выход", (sender, args) => ExitRequested?.Invoke(this, EventArgs.Empty)); return(result); }
protected GameWindow(int width, int height) : base(width, height, new GraphicsMode(GraphicsMode.Default.ColorFormat, GraphicsMode.Default.Depth, GraphicsMode.Default.Stencil, GraphicsMode.Default.Samples, GraphicsMode.Default.AccumulatorFormat, 3)) { Closing += (sender, e) => e.Cancel = ExitRequested?.Invoke() ?? false; Closed += (sender, e) => Exited?.Invoke(); MouseEnter += (sender, args) => CursorInWindow = true; MouseLeave += (sender, args) => CursorInWindow = false; MakeCurrent(); string version = GL.GetString(StringName.Version); string versionNumberSubstring = getVersionNumberSubstring(version); GLVersion = new Version(versionNumberSubstring); version = GL.GetString(StringName.ShadingLanguageVersion); if (!string.IsNullOrEmpty(version)) { try { GLSLVersion = new Version(versionNumberSubstring); } catch (Exception e) { Logger.Error(e, $@"couldn't set GLSL version using string '{version}'"); } } if (GLSLVersion == null) { GLSLVersion = new Version(); } //Set up OpenGL related characteristics GL.Disable(EnableCap.DepthTest); GL.Disable(EnableCap.StencilTest); GL.Enable(EnableCap.Blend); GL.Enable(EnableCap.ScissorTest); Logger.Log($@"GL Initialized GL Version: {GL.GetString(StringName.Version)} GL Renderer: {GL.GetString(StringName.Renderer)} GL Shader Language version: {GL.GetString(StringName.ShadingLanguageVersion)} GL Vendor: {GL.GetString(StringName.Vendor)} GL Extensions: {GL.GetString(StringName.Extensions)}", LoggingTarget.Runtime, LogLevel.Important); Context.MakeCurrent(null); }
public BasicGameWindow(int width, int height) : base(width, height) { Closing += (sender, e) => e.Cancel = ExitRequested?.Invoke() ?? false; Closed += (sender, e) => Exited?.Invoke(); Cursor = MouseCursor.Empty; MakeCurrent(); string version = GL.GetString(StringName.Version); string versionNumberSubstring = GetVersionNumberSubstring(version); GLVersion = new Version(versionNumberSubstring); version = GL.GetString(StringName.ShadingLanguageVersion); if (!string.IsNullOrEmpty(version)) { try { GLSLVersion = new Version(versionNumberSubstring); } catch (Exception e) { Logger.Error(e, $@"couldn't set GLSL version using string '{version}'"); } } if (GLSLVersion == null) { GLSLVersion = new Version(); } //Set up OpenGL related characteristics GL.Disable(EnableCap.DepthTest); GL.Disable(EnableCap.StencilTest); GL.Enable(EnableCap.Blend); GL.Enable(EnableCap.ScissorTest); Logger.Log($@"GL Initialized GL Version: {GL.GetString(StringName.Version)} GL Renderer: {GL.GetString(StringName.Renderer)} GL Shader Language version: {GL.GetString(StringName.ShadingLanguageVersion)} GL Vendor: {GL.GetString(StringName.Vendor)} GL Extensions: {GL.GetString(StringName.Extensions)}", LoggingTarget.Runtime, LogLevel.Important); Context.MakeCurrent(null); }
public async Task StartAsync() { SplashScreen screen = new SplashScreen("SplashScreen.png"); screen.Show(false); var viewModel = await Bootstrapper.GetWorkerListAsync(); // viewModel.CloseRequested += viewModel_CloseRequested; // await viewModel.InitializeAsync(); var mainWindow = new MainWindow(); mainWindow.DataContext = viewModel; mainWindow.Closed += (s, e) => { // viewModel.RequestClose(); // Instead of Shutdown we can use RequestClose ExitRequested?.Invoke(this, EventArgs.Empty); }; screen.Close(TimeSpan.FromMilliseconds(0)); mainWindow.Show(); }
protected bool OnExitRequested() => ExitRequested?.Invoke() ?? false;
/// <summary> /// Creates a <see cref="GameWindow"/> with a given <see cref="IGameWindow"/> implementation. /// </summary> protected GameWindow([NotNull] IGameWindow implementation) { Implementation = implementation; Implementation.KeyDown += OnKeyDown; Closing += (sender, e) => e.Cancel = ExitRequested?.Invoke() ?? false; Closed += (sender, e) => Exited?.Invoke(); MouseEnter += (sender, args) => CursorInWindow = true; MouseLeave += (sender, args) => CursorInWindow = false; FocusedChanged += (o, e) => isActive.Value = Focused; SupportedWindowModes.AddRange(DefaultSupportedWindowModes); bool firstUpdate = true; UpdateFrame += (o, e) => { if (firstUpdate) { isActive.Value = Focused; firstUpdate = false; } }; WindowStateChanged += (o, e) => isActive.Value = WindowState != WindowState.Minimized; MakeCurrent(); string version = GL.GetString(StringName.Version); string versionNumberSubstring = getVersionNumberSubstring(version); GLVersion = new Version(versionNumberSubstring); // As defined by https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glGetString.xml IsEmbedded = version.Contains("OpenGL ES"); version = GL.GetString(StringName.ShadingLanguageVersion); if (!string.IsNullOrEmpty(version)) { try { GLSLVersion = new Version(versionNumberSubstring); } catch (Exception e) { Logger.Error(e, $@"couldn't set GLSL version using string '{version}'"); } } if (GLSLVersion == null) { GLSLVersion = new Version(); } Logger.Log($@"GL Initialized GL Version: {GL.GetString(StringName.Version)} GL Renderer: {GL.GetString(StringName.Renderer)} GL Shader Language version: {GL.GetString(StringName.ShadingLanguageVersion)} GL Vendor: {GL.GetString(StringName.Vendor)} GL Extensions: {GL.GetString(StringName.Extensions)}"); Context.MakeCurrent(null); }
private void OnExitClick(object sender, EventArgs e) { _notifyIcon.Dispose(); ExitRequested?.Invoke(); }
/// <summary> /// Creates a <see cref="OsuTKWindow"/> with a given <see cref="IGameWindow"/> implementation. /// </summary> protected OsuTKWindow([NotNull] IGameWindow osuTKGameWindow) { OsuTKGameWindow = osuTKGameWindow; OsuTKGameWindow.KeyDown += OnKeyDown; CurrentDisplayBindable.Value = PrimaryDisplay; // Moving or resizing the window needs to check to see if we've moved to a different display. // This will update the CurrentDisplay bindable. Move += (sender, e) => checkCurrentDisplay(); Resize += (sender, e) => { checkCurrentDisplay(); Resized?.Invoke(); }; Closing += (sender, e) => e.Cancel = ExitRequested?.Invoke() ?? false; Closed += (sender, e) => Exited?.Invoke(); MouseEnter += (sender, args) => cursorInWindow.Value = true; MouseLeave += (sender, args) => cursorInWindow.Value = false; supportedWindowModes.AddRange(DefaultSupportedWindowModes); UpdateFrame += (o, e) => UpdateFrameScheduler.Update(); MakeCurrent(); string version = GL.GetString(StringName.Version); string versionNumberSubstring = getVersionNumberSubstring(version); GLVersion = new Version(versionNumberSubstring); // As defined by https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glGetString.xml IsEmbedded = version.Contains("OpenGL ES"); version = GL.GetString(StringName.ShadingLanguageVersion); if (!string.IsNullOrEmpty(version)) { try { GLSLVersion = new Version(versionNumberSubstring); } catch (Exception e) { Logger.Error(e, $@"couldn't set GLSL version using string '{version}'"); } } if (GLSLVersion == null) { GLSLVersion = new Version(); } Logger.Log($@"GL Initialized GL Version: {GL.GetString(StringName.Version)} GL Renderer: {GL.GetString(StringName.Renderer)} GL Shader Language version: {GL.GetString(StringName.ShadingLanguageVersion)} GL Vendor: {GL.GetString(StringName.Vendor)} GL Extensions: {GL.GetString(StringName.Extensions)}"); }
protected bool OnExitRequested() { return(ExitRequested?.Invoke() ?? false); }
void OnExitRequested(EventArgs e) => ExitRequested?.Invoke(this, e);
private void ExitHandller() { ExitRequested?.Invoke(this, EventArgs.Empty); }
private void ExitMenuItem_Click(object sender, EventArgs e) { notifyIcon.Visible = false; ExitRequested?.Invoke(this, EventArgs.Empty); }
private void Exit() { ExitRequested?.Invoke(); }
internal void OnExitRequested() => ExitRequested?.Invoke(this, EventArgs.Empty);
private void ContextMenu_Clicked(object sender, EventArgs e) { ExitRequested?.Invoke(sender, e); }
private void OnExitRequested() => ExitRequested?.Invoke(this, EventArgs.Empty);
protected virtual void OnExitRequested(EventArgs e) { ExitRequested?.Invoke(this, e); }
public void Execute() { ExitRequested?.Invoke(this, EventArgs.Empty); }