Esempio n. 1
0
 internal override void SetPresentationInterval(PresentInterval interval)
 {
     if (interval == PresentInterval.Default || interval == PresentInterval.One)
     {
         if (OSVersion.Equals("Mac OS X"))
         {
             // Apple is a big fat liar about swap_control_tear. Use stock VSync.
             SDL.SDL_GL_SetSwapInterval(1);
         }
         else
         {
             if (SDL.SDL_GL_SetSwapInterval(-1) != -1)
             {
                 System.Console.WriteLine("Using EXT_swap_control_tear VSync!");
             }
             else
             {
                 System.Console.WriteLine("EXT_swap_control_tear unsupported. Fall back to standard VSync.");
                 SDL.SDL_ClearError();
                 SDL.SDL_GL_SetSwapInterval(1);
             }
         }
     }
     else if (interval == PresentInterval.Immediate)
     {
         SDL.SDL_GL_SetSwapInterval(0);
     }
     else if (interval == PresentInterval.Two)
     {
         SDL.SDL_GL_SetSwapInterval(2);
     }
     else
     {
         throw new Exception("Unrecognized PresentInterval!");
     }
 }
Esempio n. 2
0
        public int CompareTo(Metrics other)
        {
            if (!(OS == null && other.OS == null))
            {
                if (OS == null)
                {
                    return(-1);
                }
                if (other.OS == null)
                {
                    return(1);
                }
                if (!OS.Equals(other.OS))
                {
                    return(OS.CompareTo(other.OS));
                }
            }

            if (!(OSVersion == null && other.OSVersion == null))
            {
                if (OSVersion == null)
                {
                    return(-1);
                }
                if (other.OSVersion == null)
                {
                    return(1);
                }
                if (!OSVersion.Equals(other.OSVersion))
                {
                    return(OSVersion.CompareTo(other.OSVersion));
                }
            }

            if (!(Device == null && other.Device == null))
            {
                if (Device == null)
                {
                    return(-1);
                }
                if (other.Device == null)
                {
                    return(1);
                }
                if (!Device.Equals(other.Device))
                {
                    return(Device.CompareTo(other.Device));
                }
            }

            if (!(Resolution == null && other.Resolution == null))
            {
                if (Resolution == null)
                {
                    return(-1);
                }
                if (other.Resolution == null)
                {
                    return(1);
                }
                if (!Resolution.Equals(other.Resolution))
                {
                    return(Resolution.CompareTo(other.Resolution));
                }
            }

            if (!(Carrier == null && other.Carrier == null))
            {
                if (Carrier == null)
                {
                    return(-1);
                }
                if (other.Carrier == null)
                {
                    return(1);
                }
                if (!Carrier.Equals(other.Carrier))
                {
                    return(Carrier.CompareTo(other.Carrier));
                }
            }

            if (!(AppVersion == null && other.AppVersion == null))
            {
                if (AppVersion == null)
                {
                    return(-1);
                }
                if (other.AppVersion == null)
                {
                    return(1);
                }
                if (!AppVersion.Equals(other.AppVersion))
                {
                    return(AppVersion.CompareTo(other.AppVersion));
                }
            }

            return(0);
        }
Esempio n. 3
0
        public SDL2_GamePlatform(Game game) : base(game, SDL.SDL_GetPlatform())
        {
            /* SDL2 might complain if an OS that uses SDL_main has not actually
             * used SDL_main by the time you initialize SDL2.
             * The only platform that is affected is Windows, but we can skip
             * their WinMain. This was only added to prevent iOS from exploding.
             * -flibit
             */
            SDL.SDL_SetMainReady();

            // This _should_ be the first real SDL call we make...
            SDL.SDL_Init(
                SDL.SDL_INIT_VIDEO |
                SDL.SDL_INIT_JOYSTICK |
                SDL.SDL_INIT_GAMECONTROLLER |
                SDL.SDL_INIT_HAPTIC
                );

            // Set and initialize the SDL2 window
            Window = new SDL2_GameWindow();

            // Disable the screensaver.
            SDL.SDL_DisableScreenSaver();

            // We hide the mouse cursor by default.
            if (IsMouseVisible)
            {
                IsMouseVisible = false;
            }
            else
            {
                /* Since IsMouseVisible is already false, OnMouseVisibleChanged
                 * will NOT be called! So we get to do it ourselves.
                 * -flibit
                 */
                SDL.SDL_ShowCursor(0);
            }

            // OSX has some fancy fullscreen features, let's use them!
            if (OSVersion.Equals("Mac OS X"))
            {
                string hint = SDL.SDL_GetHint(SDL.SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES);
                INTERNAL_useFullscreenSpaces = (String.IsNullOrEmpty(hint) || hint.Equals("1"));
            }
            else
            {
                INTERNAL_useFullscreenSpaces = false;
            }

            // Create OpenGL context
            INTERNAL_GLContext = SDL.SDL_GL_CreateContext(Window.Handle);
            OpenTK.Graphics.GraphicsContext.CurrentContext = INTERNAL_GLContext;

#if THREADED_GL
            // Create a background context
            SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
            Threading.WindowInfo        = Window.Handle;
            Threading.BackgroundContext = new GL_ContextHandle()
            {
                context = SDL.SDL_GL_CreateContext(Window.Handle)
            };

            // Make the foreground context current.
            SDL.SDL_GL_MakeCurrent(Window.Handle, INTERNAL_GLContext);
#endif

            // Set up the OpenGL Device. Loads entry points.
            OpenGLDevice.Initialize();

            // Create the OpenAL device
            OpenALDevice.Initialize();

            // Initialize Active Key List
            keys = new List <Keys>();

            // Setup Text Input Control Character Arrays (Only 4 control keys supported at this time)
            INTERNAL_TextInputControlDown   = new bool[4];
            INTERNAL_TextInputControlRepeat = new int[4];

            // Assume we will have focus.
            IsActive = true;

            // Ready to run the loop!
            INTERNAL_runApplication = true;

#if WIIU_GAMEPAD
            wiiuStream = DRC.drc_new_streamer();
            if (wiiuStream == IntPtr.Zero)
            {
                System.Console.WriteLine("Failed to alloc GamePad stream!");
                return;
            }
            if (DRC.drc_start_streamer(wiiuStream) < 1)             // ???
            {
                System.Console.WriteLine("Failed to start GamePad stream!");
                DRC.drc_delete_streamer(wiiuStream);
                wiiuStream = IntPtr.Zero;
                return;
            }
            DRC.drc_enable_system_input_feeder(wiiuStream);
            wiiuPixelData = new byte[
                OpenGLDevice.Instance.Backbuffer.Width *
                OpenGLDevice.Instance.Backbuffer.Height *
                4
                            ];
#endif
        }
Esempio n. 4
0
        public SDL2_GamePlatform(Game game) : base(game, SDL.SDL_GetPlatform())
        {
            /* SDL2 might complain if an OS that uses SDL_main has not actually
             * used SDL_main by the time you initialize SDL2.
             * The only platform that is affected is Windows, but we can skip
             * their WinMain. This was only added to prevent iOS from exploding.
             * -flibit
             */
            SDL.SDL_SetMainReady();

            // This _should_ be the first real SDL call we make...
            SDL.SDL_Init(
                SDL.SDL_INIT_VIDEO |
                SDL.SDL_INIT_JOYSTICK |
                SDL.SDL_INIT_GAMECONTROLLER |
                SDL.SDL_INIT_HAPTIC
                );

            // Set any hints to match XNA4 behavior...
            string hint = SDL.SDL_GetHint(SDL.SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS);

            if (String.IsNullOrEmpty(hint))
            {
                SDL.SDL_SetHint(
                    SDL.SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS,
                    "1"
                    );
            }

            // If available, load the SDL_GameControllerDB
            string mappingsDB = Path.Combine(
                TitleContainer.Location,
                "gamecontrollerdb.txt"
                );

            if (File.Exists(mappingsDB))
            {
                SDL.SDL_GameControllerAddMappingsFromFile(
                    mappingsDB
                    );
            }

            // Set and initialize the SDL2 window
            bool forceES2 = Environment.GetEnvironmentVariable(
                "FNA_OPENGL_FORCE_ES2"
                ) == "1";

            Window = new SDL2_GameWindow(
                forceES2 ||
                OSVersion.Equals("Emscripten") ||
                OSVersion.Equals("Android") ||
                OSVersion.Equals("iOS")
                );

            // Create the DisplayMode list
            displayIndex = SDL.SDL_GetWindowDisplayIndex(
                Window.Handle
                );
            INTERNAL_GenerateDisplayModes();

            // Disable the screensaver.
            SDL.SDL_DisableScreenSaver();

            // We hide the mouse cursor by default.
            if (IsMouseVisible)
            {
                IsMouseVisible = false;
            }
            else
            {
                /* Since IsMouseVisible is already false, OnMouseVisibleChanged
                 * will NOT be called! So we get to do it ourselves.
                 * -flibit
                 */
                SDL.SDL_ShowCursor(0);
            }

            // OSX has some fancy fullscreen features, let's use them!
            if (OSVersion.Equals("Mac OS X"))
            {
                hint = SDL.SDL_GetHint(SDL.SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES);
                INTERNAL_useFullscreenSpaces = (String.IsNullOrEmpty(hint) || hint.Equals("1"));
            }
            else
            {
                INTERNAL_useFullscreenSpaces = false;
            }

            // Initialize Active Key List
            keys = new List <Keys>();

            // Setup Text Input Control Character Arrays (Only 4 control keys supported at this time)
            INTERNAL_TextInputControlDown   = new bool[4];
            INTERNAL_TextInputControlRepeat = new int[4];

            // Assume we will have focus.
            IsActive = true;

            // Ready to run the loop!
            INTERNAL_runApplication = true;

#if WIIU_GAMEPAD
            wiiuStream = DRC.drc_new_streamer();
            if (wiiuStream == IntPtr.Zero)
            {
                System.Console.WriteLine("Failed to alloc GamePad stream!");
                return;
            }
            if (DRC.drc_start_streamer(wiiuStream) < 1)             // ???
            {
                System.Console.WriteLine("Failed to start GamePad stream!");
                DRC.drc_delete_streamer(wiiuStream);
                wiiuStream = IntPtr.Zero;
                return;
            }
            DRC.drc_enable_system_input_feeder(wiiuStream);
            Rectangle bounds = Window.ClientBounds;
            wiiuPixelData = new byte[bounds.Width * bounds.Height * 4];
#endif
        }
Esempio n. 5
0
        public SDL2_GamePlatform(Game game) : base(game, Fna.FnaPlatform.Platform.GetSDLPlatform())
        {
            /* SDL2 might complain if an OS that uses SDL_main has not actually
             * used SDL_main by the time you initialize SDL2.
             * The only platform that is affected is Windows, but we can skip
             * their WinMain. This was only added to prevent iOS from exploding.
             * -flibit
             */
            SDL.SDL_SetMainReady();

            // This _should_ be the first real SDL call we make...
            SDL.SDL_Init(
                SDL.SDL_INIT_VIDEO |
                SDL.SDL_INIT_JOYSTICK |
                SDL.SDL_INIT_GAMECONTROLLER |
                SDL.SDL_INIT_HAPTIC
                );

            // Set and initialize the SDL2 window
            Window = new SDL2_GameWindow();

            // Create the DisplayMode list
            displayIndex = SDL.SDL_GetWindowDisplayIndex(
                Window.Handle
                );
            INTERNAL_GenerateDisplayModes();

            // Disable the screensaver.
            SDL.SDL_DisableScreenSaver();

            // We hide the mouse cursor by default.
            if (IsMouseVisible)
            {
                IsMouseVisible = false;
            }
            else
            {
                /* Since IsMouseVisible is already false, OnMouseVisibleChanged
                 * will NOT be called! So we get to do it ourselves.
                 * -flibit
                 */
                SDL.SDL_ShowCursor(0);
            }

            // OSX has some fancy fullscreen features, let's use them!
            if (OSVersion.Equals("Mac OS X"))
            {
                string hint = SDL.SDL_GetHint(SDL.SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES);
                INTERNAL_useFullscreenSpaces = (String.IsNullOrEmpty(hint) || hint.Equals("1"));
            }
            else
            {
                INTERNAL_useFullscreenSpaces = false;
            }

            // Create the OpenAL device
            OpenALDevice.Initialize();

            // Initialize Active Key List
            keys = new List <Keys>();

            // Setup Text Input Control Character Arrays (Only 4 control keys supported at this time)
            INTERNAL_TextInputControlDown   = new bool[4];
            INTERNAL_TextInputControlRepeat = new int[4];

            // Assume we will have focus.
            IsActive = true;

            // Ready to run the loop!
            INTERNAL_runApplication = true;

#if WIIU_GAMEPAD
            wiiuStream = DRC.drc_new_streamer();
            if (wiiuStream == IntPtr.Zero)
            {
                System.Console.WriteLine("Failed to alloc GamePad stream!");
                return;
            }
            if (DRC.drc_start_streamer(wiiuStream) < 1)             // ???
            {
                System.Console.WriteLine("Failed to start GamePad stream!");
                DRC.drc_delete_streamer(wiiuStream);
                wiiuStream = IntPtr.Zero;
                return;
            }
            DRC.drc_enable_system_input_feeder(wiiuStream);
            Rectangle bounds = Window.ClientBounds;
            wiiuPixelData = new byte[bounds.Width * bounds.Height * 4];
#endif
        }
Esempio n. 6
0
        public int CompareTo(ExceptionEvent other)
        {
            if (!(OS == null && other.OS == null))
            {
                if (OS == null)
                {
                    return(-1);
                }
                if (other.OS == null)
                {
                    return(1);
                }
                if (!OS.Equals(other.OS))
                {
                    return(OS.CompareTo(other.OS));
                }
            }

            if (!(OSVersion == null && other.OSVersion == null))
            {
                if (OSVersion == null)
                {
                    return(-1);
                }
                if (other.OSVersion == null)
                {
                    return(1);
                }
                if (!OSVersion.Equals(other.OSVersion))
                {
                    return(OSVersion.CompareTo(other.OSVersion));
                }
            }

            if (!(Manufacture == null && other.Manufacture == null))
            {
                if (Manufacture == null)
                {
                    return(-1);
                }
                if (other.Manufacture == null)
                {
                    return(1);
                }
                if (!Manufacture.Equals(other.Manufacture))
                {
                    return(Manufacture.CompareTo(other.Manufacture));
                }
            }

            if (!(Device == null && other.Device == null))
            {
                if (Device == null)
                {
                    return(-1);
                }
                if (other.Device == null)
                {
                    return(1);
                }
                if (!Device.Equals(other.Device))
                {
                    return(Device.CompareTo(other.Device));
                }
            }

            if (!(Resolution == null && other.Resolution == null))
            {
                if (Resolution == null)
                {
                    return(-1);
                }
                if (other.Resolution == null)
                {
                    return(1);
                }
                if (!Resolution.Equals(other.Resolution))
                {
                    return(Resolution.CompareTo(other.Resolution));
                }
            }

            if (!(AppVersion == null && other.AppVersion == null))
            {
                if (AppVersion == null)
                {
                    return(-1);
                }
                if (other.AppVersion == null)
                {
                    return(1);
                }
                if (!AppVersion.Equals(other.AppVersion))
                {
                    return(AppVersion.CompareTo(other.AppVersion));
                }
            }

            if (!(Orientation == null && other.Orientation == null))
            {
                if (Orientation == null)
                {
                    return(-1);
                }
                if (other.Orientation == null)
                {
                    return(1);
                }
                if (!Orientation.Equals(other.Orientation))
                {
                    return(Orientation.CompareTo(other.Orientation));
                }
            }

            if (!(RamCurrent == null && other.RamCurrent == null))
            {
                if (RamCurrent == null)
                {
                    return(-1);
                }
                if (other.RamCurrent == null)
                {
                    return(1);
                }
                if (!RamCurrent.Equals(other.RamCurrent))
                {
                    return(RamCurrent.Value.CompareTo(other.RamCurrent.Value));
                }
            }

            if (!(RamTotal == null && other.RamTotal == null))
            {
                if (RamTotal == null)
                {
                    return(-1);
                }
                if (other.RamTotal == null)
                {
                    return(1);
                }
                if (!RamTotal.Equals(other.RamTotal))
                {
                    return(RamTotal.Value.CompareTo(other.RamTotal.Value));
                }
            }

            if (!Online.Equals(other.Online))
            {
                return(Online.CompareTo(other.Online));
            }

            if (!(Name == null && other.Name == null))
            {
                if (Name == null)
                {
                    return(-1);
                }
                if (other.Name == null)
                {
                    return(1);
                }
                if (!Name.Equals(other.Name))
                {
                    return(Name.CompareTo(other.Name));
                }
            }

            if (!(Error == null && other.Error == null))
            {
                if (Error == null)
                {
                    return(-1);
                }
                if (other.Error == null)
                {
                    return(1);
                }
                if (!Error.Equals(other.Error))
                {
                    return(Error.CompareTo(other.Error));
                }
            }

            if (!NonFatal.Equals(other.NonFatal))
            {
                return(NonFatal.CompareTo(other.NonFatal));
            }

            if (!(Logs == null && other.Logs == null))
            {
                if (Logs == null)
                {
                    return(-1);
                }
                if (other.Logs == null)
                {
                    return(1);
                }
                if (!Logs.Equals(other.Logs))
                {
                    return(Logs.CompareTo(other.Logs));
                }
            }

            if (!Run.Equals(other.Run))
            {
                return(Run.CompareTo(other.Run));
            }

            if (!(OS == null && other.OS == null))
            {
                if (OS == null)
                {
                    return(-1);
                }
                if (other.OS == null)
                {
                    return(1);
                }
                if (!OS.Equals(other.OS))
                {
                    return(OS.CompareTo(other.OS));
                }
            }

            if (!(Custom == null && other.Custom == null))
            {
                if (Custom == null)
                {
                    return(-1);
                }
                if (other.Custom == null)
                {
                    return(1);
                }
                if (!Custom.Count.Equals(other.Custom.Count))
                {
                    return(Custom.Count.CompareTo(other.Custom.Count));
                }

                foreach (var a in Custom.Keys)
                {
                    if (!other.Custom.ContainsKey(a))
                    {
                        return(-1);
                    }
                    if (!Custom[a].Equals(other.Custom[a]))
                    {
                        return(Custom[a].CompareTo(other.Custom[a]));
                    }
                }
            }

            return(0);
        }