Exemple #1
0
        /// <summary>Changes to or from fullscreen mode.</summary>
        internal static void ToggleFullscreen()
        {
            Fullscreen = !Fullscreen;
            // begin HACK //
            Renderer.ClearDisplayLists();

            GL.Disable(EnableCap.Fog);
            GL.Disable(EnableCap.Lighting);
            Renderer.LightingEnabled = false;
            if (Fullscreen)
            {
                IList <DisplayResolution> resolutions = OpenTK.DisplayDevice.Default.AvailableResolutions;

                for (int i = 0; i < resolutions.Count; i++)
                {
                    //Test each resolution
                    if (resolutions[i].Width == Interface.CurrentOptions.FullscreenWidth &&
                        resolutions[i].Height == Interface.CurrentOptions.FullscreenHeight &&
                        resolutions[i].BitsPerPixel == Interface.CurrentOptions.FullscreenBits)
                    {
                        OpenTK.DisplayDevice.Default.ChangeResolution(resolutions[i]);
                        Program.currentGameWindow.Width  = resolutions[i].Width;
                        Program.currentGameWindow.Height = resolutions[i].Height;
                        Screen.Width  = Interface.CurrentOptions.FullscreenWidth;
                        Screen.Height = Interface.CurrentOptions.FullscreenHeight;
                        Program.currentGameWindow.WindowState = WindowState.Fullscreen;
                        break;
                    }
                }
                System.Threading.Thread.Sleep(20);
                if (Program.currentGameWindow.WindowState != WindowState.Fullscreen)
                {
                    MessageBox.Show(Translations.GetInterfaceString("errors_fullscreen_switch1") + System.Environment.NewLine +
                                    Translations.GetInterfaceString("errors_fullscreen_switch2"), Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Hand);
                    Fullscreen = false;
                }
            }
            else
            {
                OpenTK.DisplayDevice.Default.RestoreResolution();
                Program.currentGameWindow.WindowState = WindowState.Normal;
                Program.currentGameWindow.Width       = Interface.CurrentOptions.WindowWidth;
                Program.currentGameWindow.Height      = Interface.CurrentOptions.WindowHeight;

                Screen.Width  = Interface.CurrentOptions.WindowWidth;
                Screen.Height = Interface.CurrentOptions.WindowHeight;
            }
            Renderer.InitializeLighting();
            Renderer.UpdateViewport(Renderer.ViewPortChangeMode.NoChange);
            Renderer.InitializeMotionBlur();
            lock (Illustrations.Locker)
            {
                Timetable.CreateTimetable();
            }
            Timetable.UpdateCustomTimetable(null, null);

            World.InitializeCameraRestriction();
            if (Renderer.OptionBackfaceCulling)
            {
                GL.Enable(EnableCap.CullFace);
            }
            else
            {
                GL.Disable(EnableCap.CullFace);
            }
            Renderer.ReAddObjects();
            // end HACK //

            //Reset the camera when switching between fullscreen and windowed mode
            //Otherwise, if the aspect ratio changes distortion will occur until the view is changed or the camera reset
            if (World.CameraMode == CameraViewMode.Interior | World.CameraMode == CameraViewMode.InteriorLookAhead)
            {
                World.CameraCurrentAlignment.Position = new OpenBveApi.Math.Vector3(0.0, 0.0, 0.0);
            }
            World.CameraCurrentAlignment.Yaw   = 0.0;
            World.CameraCurrentAlignment.Pitch = 0.0;
            World.CameraCurrentAlignment.Roll  = 0.0;
        }
            internal override void Update(double TimeElapsed, bool ForceUpdate)
            {
                const double extraRadius = 10.0;
                double       z           = Object.TranslateZFunction == null ? 0.0 : Object.TranslateZFunction.LastResult;
                double       pa          = TrackPosition + z - Radius - extraRadius;
                double       pb          = TrackPosition + z + Radius + extraRadius;
                double       ta          = World.CameraTrackFollower.TrackPosition + World.CameraCurrentAlignment.Position.Z - World.BackgroundImageDistance - World.ExtraViewingDistance;
                double       tb          = World.CameraTrackFollower.TrackPosition + World.CameraCurrentAlignment.Position.Z + World.BackgroundImageDistance + World.ExtraViewingDistance;
                bool         visible     = pb >= ta & pa <= tb;

                if (visible | ForceUpdate)
                {
                    if (Object.SecondsSinceLastUpdate >= Object.RefreshRate | ForceUpdate)
                    {
                        double timeDelta = Object.SecondsSinceLastUpdate + TimeElapsed;
                        Object.SecondsSinceLastUpdate = 0.0;
                        TrainManager.Train train         = null;
                        double             trainDistance = double.MaxValue;
                        for (int j = 0; j < TrainManager.Trains.Length; j++)
                        {
                            if (TrainManager.Trains[j].State == TrainState.Available)
                            {
                                double distance;
                                if (TrainManager.Trains[j].Cars[0].FrontAxle.Follower.TrackPosition < TrackPosition)
                                {
                                    distance = TrackPosition - TrainManager.Trains[j].Cars[0].FrontAxle.Follower.TrackPosition;
                                }
                                else if (TrainManager.Trains[j].Cars[TrainManager.Trains[j].Cars.Length - 1].RearAxle.Follower.TrackPosition > TrackPosition)
                                {
                                    distance = TrainManager.Trains[j].Cars[TrainManager.Trains[j].Cars.Length - 1].RearAxle.Follower.TrackPosition - TrackPosition;
                                }
                                else
                                {
                                    distance = 0;
                                }
                                if (distance < trainDistance)
                                {
                                    train         = TrainManager.Trains[j];
                                    trainDistance = distance;
                                }
                            }
                        }
                        Object.Update(false, train, train == null ? 0 : train.DriverCar, SectionIndex, TrackPosition, Position, Direction, Up, Side, false, true, true, timeDelta, true);
                        if (this.Object.CurrentState != this.lastState && Loading.SimulationSetup)
                        {
                            if (this.SingleBuffer && this.Buffers[0] != null)
                            {
                                switch (this.Object.CurrentState)
                                {
                                case -1:
                                    if (this.PlayOnHide)
                                    {
                                        this.Source = Sounds.PlaySound(this.Buffers[0], this.currentPitch, this.currentVolume, this.Position, false);
                                    }
                                    break;

                                case 0:
                                    if (this.PlayOnShow || this.lastState != -1)
                                    {
                                        this.Source = Sounds.PlaySound(this.Buffers[0], this.currentPitch, this.currentVolume, this.Position, false);
                                    }
                                    break;

                                default:
                                    this.Source = Sounds.PlaySound(this.Buffers[0], this.currentPitch, this.currentVolume, this.Position, false);
                                    break;
                                }
                            }
                            else
                            {
                                int bufferIndex = this.Object.CurrentState + 1;
                                if (bufferIndex < this.Buffers.Length && this.Buffers[bufferIndex] != null)
                                {
                                    switch (bufferIndex)
                                    {
                                    case 0:
                                        if (this.PlayOnHide)
                                        {
                                            this.Source = Sounds.PlaySound(this.Buffers[bufferIndex], this.currentPitch, this.currentVolume, this.Position, false);
                                        }
                                        break;

                                    case 1:
                                        if (this.PlayOnShow || this.lastState != -1)
                                        {
                                            this.Source = Sounds.PlaySound(this.Buffers[bufferIndex], this.currentPitch, this.currentVolume, this.Position, false);
                                        }
                                        break;

                                    default:
                                        this.Source = Sounds.PlaySound(this.Buffers[bufferIndex], this.currentPitch, this.currentVolume, this.Position, false);
                                        break;
                                    }
                                }
                            }
                        }
                    }
                    else
                    {
                        Object.SecondsSinceLastUpdate += TimeElapsed;
                    }
                    if (!Visible)
                    {
                        Renderer.ShowObject(Object.ObjectIndex, ObjectType.Dynamic);
                        Visible = true;
                    }
                }
                else
                {
                    Object.SecondsSinceLastUpdate += TimeElapsed;
                    if (Visible)
                    {
                        Renderer.HideObject(Object.ObjectIndex);
                        Visible = false;
                    }
                }
                this.lastState = this.Object.CurrentState;
            }