コード例 #1
0
ファイル: MonitorInfo.cs プロジェクト: yigitmertcan/opentk
        /// <summary>
        /// Queries GLFW to get the client area of the monitor.
        /// </summary>
        private unsafe void GetClientArea()
        {
            GLFW.GetMonitorPos(HandleAsPtr, out int x, out int y);
            var videoMode = GLFW.GetVideoMode(HandleAsPtr);

            ClientArea = new Box2i(x, y, x + videoMode->Width, y + videoMode->Height);
        }
コード例 #2
0
ファイル: DpiInfo.cs プロジェクト: zooid/opentk
        /// <summary>
        /// Queries GLFW to get the client area of the monitor.
        /// </summary>
        private unsafe void GetClientArea()
        {
            GLFW.GetMonitorPos(_handle, out int x, out int y);
            var videoMode = GLFW.GetVideoMode(_handle);

            ClientArea = new Rectangle(x, y, videoMode->Width, videoMode->Height);
        }
コード例 #3
0
        private static void SetUpMonitorData()
        {
            ImGuiPlatformIOPtr platformIO = ImGui.GetPlatformIO();

            var platformMonitors = new List <ImGuiPlatformMonitor>();

            {
                Monitor *[] monitors = GLFW.GetMonitors();

                for (int i = 0; i < monitors.Length; i++)
                {
                    Monitor *            monitor = monitors[i];
                    ImGuiPlatformMonitor m       = new ImGuiPlatformMonitor();

                    var vidMode = GLFW.GetVideoMode(monitor);
                    GLFW.GetMonitorPos(monitor, out int x, out int y);
                    m.MainPos  = m.WorkPos = new Vector2(x, y);
                    m.MainSize = m.WorkSize = new Vector2(vidMode->Width, vidMode->Height);
                    GLFW.GetMonitorContentScale(monitor, out float xScale, out float yScale);
                    m.DpiScale = xScale;

                    platformMonitors.Add(m);
                }
            }

            _monitorData    = platformMonitors.ToArray();
            _monitorDataPin = GCHandle.Alloc(_monitorData, GCHandleType.Pinned);

            var platformMonitorsPtrs = new ImGuiPlatformMonitorPtr[_monitorData.Length];

            for (int i = 0; i < _monitorData.Length; i++)
            {
                fixed(ImGuiPlatformMonitor *ptr = &_monitorData[i])
                {
                    platformMonitorsPtrs[i] = new ImGuiPlatformMonitorPtr(ptr);
                }
            }

            _monitorPtrData    = platformMonitorsPtrs;
            _monitorPtrDataPin = GCHandle.Alloc(_monitorPtrData, GCHandleType.Pinned);
            _monitorsPtrVector = new ImVector <ImGuiPlatformMonitor>(_monitorPtrData.Length,
                                                                     _monitorPtrData.Length,
                                                                     _monitorDataPin.AddrOfPinnedObject());

            {
                ImGuiPlatformIO *ptr = platformIO;
                ImVector         v   = Unsafe.As <ImVector <ImGuiPlatformMonitor>, ImVector>(ref _monitorsPtrVector);
                ptr->Monitors = v;
            }
        }
コード例 #4
0
            // glfwGetWindowMonitor only works for fullscreen windows.
            // Picks the monitor with the top-left corner of the window.
            private Monitor *MonitorForWindow(Window *window)
            {
                GLFW.GetWindowPos(window, out var winPosX, out var winPosY);
                var monitors = GLFW.GetMonitorsRaw(out var count);

                for (var i = 0; i < count; i++)
                {
                    var monitor = monitors[i];
                    GLFW.GetMonitorPos(monitor, out var monPosX, out var monPosY);
                    var videoMode = GLFW.GetVideoMode(monitor);

                    var box = Box2i.FromDimensions(monPosX, monPosY, videoMode->Width, videoMode->Height);
                    if (box.Contains(winPosX, winPosY))
                    {
                        return(monitor);
                    }
                }

                // Fallback
                return(GLFW.GetPrimaryMonitor());
            }
コード例 #5
0
            private Window *CreateGlfwWindowForRenderer(
                GLContextSpec?spec,
                WindowCreateParameters parameters,
                Window *contextShare,
                Window *ownerWindow)
            {
                GLFW.WindowHint(WindowHintString.X11ClassName, "RobustToolbox");
                GLFW.WindowHint(WindowHintString.X11InstanceName, "RobustToolbox");
                GLFW.WindowHint(WindowHintBool.ScaleToMonitor, true);

                if (spec == null)
                {
                    // No OpenGL context requested.
                    GLFW.WindowHint(WindowHintClientApi.ClientApi, ClientApi.NoApi);
                }
                else
                {
                    var s = spec.Value;

#if DEBUG
                    GLFW.WindowHint(WindowHintBool.OpenGLDebugContext, true);
#endif

                    GLFW.WindowHint(WindowHintInt.ContextVersionMajor, s.Major);
                    GLFW.WindowHint(WindowHintInt.ContextVersionMinor, s.Minor);
                    GLFW.WindowHint(WindowHintBool.OpenGLForwardCompat, s.Profile != GLContextProfile.Compatibility);
                    GLFW.WindowHint(WindowHintBool.SrgbCapable, true);

                    switch (s.Profile)
                    {
                    case GLContextProfile.Compatibility:
                        GLFW.WindowHint(WindowHintOpenGlProfile.OpenGlProfile, OpenGlProfile.Any);
                        GLFW.WindowHint(WindowHintClientApi.ClientApi, ClientApi.OpenGlApi);
                        break;

                    case GLContextProfile.Core:
                        GLFW.WindowHint(WindowHintOpenGlProfile.OpenGlProfile, OpenGlProfile.Core);
                        GLFW.WindowHint(WindowHintClientApi.ClientApi, ClientApi.OpenGlApi);
                        break;

                    case GLContextProfile.Es:
                        GLFW.WindowHint(WindowHintOpenGlProfile.OpenGlProfile, OpenGlProfile.Any);
                        GLFW.WindowHint(WindowHintClientApi.ClientApi, ClientApi.OpenGlEsApi);
                        break;
                    }

                    GLFW.WindowHint(WindowHintContextApi.ContextCreationApi,
                                    s.CreationApi == GLContextCreationApi.Egl
                            ? ContextApi.EglContextApi
                            : ContextApi.NativeContextApi);

#if !FULL_RELEASE
                    if (s.CreationApi == GLContextCreationApi.Egl && !_eglLoaded && OperatingSystem.IsWindows())
                    {
                        // On non-published builds (so, development), GLFW can't find libEGL.dll
                        // because it'll be in runtimes/<rid>/native/ instead of next to the actual executable.
                        // We manually preload the library here so that GLFW will find it when it does its thing.
                        NativeLibrary.TryLoad(
                            "libEGL.dll",
                            typeof(Clyde).Assembly,
                            DllImportSearchPath.SafeDirectories,
                            out _);

                        _eglLoaded = true;
                    }
#endif
                }

                Monitor *monitor = null;
                if (parameters.Monitor != null &&
                    _winThreadMonitors.TryGetValue(parameters.Monitor.Id, out var monitorReg))
                {
                    monitor = monitorReg.Ptr;
                    var mode = GLFW.GetVideoMode(monitor);
                    // Set refresh rate to monitor's so that GLFW doesn't manually select one.
                    GLFW.WindowHint(WindowHintInt.RefreshRate, mode->RefreshRate);
                }
                else
                {
                    GLFW.WindowHint(WindowHintInt.RefreshRate, -1);
                }

                GLFW.WindowHint(WindowHintBool.Visible, false);

                GLFW.WindowHint(WindowHintInt.RedBits, 8);
                GLFW.WindowHint(WindowHintInt.GreenBits, 8);
                GLFW.WindowHint(WindowHintInt.BlueBits, 8);
                GLFW.WindowHint(WindowHintInt.AlphaBits, 8);
                GLFW.WindowHint(WindowHintInt.StencilBits, 8);

                var window = GLFW.CreateWindow(
                    parameters.Width, parameters.Height,
                    parameters.Title,
                    parameters.Fullscreen ? monitor : null,
                    contextShare);

                // Check if window failed to create.
                if (window == null)
                {
                    return(null);
                }

                if (parameters.Maximized)
                {
                    GLFW.GetMonitorPos(monitor, out var x, out var y);
                    GLFW.SetWindowPos(window, x, y);
                    GLFW.MaximizeWindow(window);
                }

                if ((parameters.Styles & OSWindowStyles.NoTitleOptions) != 0)
                {
                    if (OperatingSystem.IsWindows())
                    {
                        var hWnd = (HWND)GLFW.GetWin32Window(window);
                        DebugTools.Assert(hWnd != HWND.NULL);

                        Windows.SetWindowLongPtrW(
                            hWnd,
                            GWL.GWL_STYLE,
                            // Cast to long here to work around a bug in rider with nint bitwise operators.
                            (nint)((long)Windows.GetWindowLongPtrW(hWnd, GWL.GWL_STYLE) & ~WS.WS_SYSMENU));
                    }
                    else
                    {
                        _sawmill.Warning("OSWindowStyles.NoTitleOptions not implemented on this platform");
                    }
                }

                if (ownerWindow != null)
                {
                    if (OperatingSystem.IsWindows())
                    {
                        var hWnd      = (HWND)GLFW.GetWin32Window(window);
                        var ownerHWnd = (HWND)GLFW.GetWin32Window(ownerWindow);
                        DebugTools.Assert(hWnd != HWND.NULL);

                        Windows.SetWindowLongPtrW(
                            hWnd,
                            GWLP.GWLP_HWNDPARENT,
                            ownerHWnd);
                    }
                    else
                    {
                        _sawmill.Warning("owner windows not implemented on this platform");
                    }


                    if (parameters.StartupLocation == WindowStartupLocation.CenterOwner)
                    {
                        // TODO: Maybe include window frames in size calculations here?
                        // Figure out frame sizes of both windows.
                        GLFW.GetWindowPos(ownerWindow, out var ownerX, out var ownerY);
                        GLFW.GetWindowSize(ownerWindow, out var ownerW, out var ownerH);

                        // Re-fetch this in case DPI scaling is changing it I guess.
                        GLFW.GetWindowSize(window, out var thisW, out var thisH);

                        GLFW.SetWindowPos(window, ownerX + (ownerW - thisW) / 2, ownerY + (ownerH - thisH) / 2);
                    }
                }

                if (parameters.Visible)
                {
                    GLFW.ShowWindow(window);
                }

                return(window);
            }
コード例 #6
0
ファイル: Glfw.Windows.cs プロジェクト: Ygg01/RobustToolbox
            private Window *CreateGlfwWindowForRenderer(
                Renderer r,
                WindowCreateParameters parameters,
                Window *contextShare)
            {
#if DEBUG
                GLFW.WindowHint(WindowHintBool.OpenGLDebugContext, true);
#endif
                GLFW.WindowHint(WindowHintString.X11ClassName, "SS14");
                GLFW.WindowHint(WindowHintString.X11InstanceName, "SS14");

                if (r == Renderer.OpenGL33)
                {
                    GLFW.WindowHint(WindowHintInt.ContextVersionMajor, 3);
                    GLFW.WindowHint(WindowHintInt.ContextVersionMinor, 3);
                    GLFW.WindowHint(WindowHintBool.OpenGLForwardCompat, true);
                    GLFW.WindowHint(WindowHintClientApi.ClientApi, ClientApi.OpenGlApi);
                    GLFW.WindowHint(WindowHintContextApi.ContextCreationApi, ContextApi.NativeContextApi);
                    GLFW.WindowHint(WindowHintOpenGlProfile.OpenGlProfile, OpenGlProfile.Core);
                    GLFW.WindowHint(WindowHintBool.SrgbCapable, true);
                }
                else if (r == Renderer.OpenGL31)
                {
                    GLFW.WindowHint(WindowHintInt.ContextVersionMajor, 3);
                    GLFW.WindowHint(WindowHintInt.ContextVersionMinor, 1);
                    GLFW.WindowHint(WindowHintBool.OpenGLForwardCompat, false);
                    GLFW.WindowHint(WindowHintClientApi.ClientApi, ClientApi.OpenGlApi);
                    GLFW.WindowHint(WindowHintContextApi.ContextCreationApi, ContextApi.NativeContextApi);
                    GLFW.WindowHint(WindowHintOpenGlProfile.OpenGlProfile, OpenGlProfile.Any);
                    GLFW.WindowHint(WindowHintBool.SrgbCapable, true);
                }
                else if (r == Renderer.OpenGLES2)
                {
                    GLFW.WindowHint(WindowHintInt.ContextVersionMajor, 2);
                    GLFW.WindowHint(WindowHintInt.ContextVersionMinor, 0);
                    GLFW.WindowHint(WindowHintBool.OpenGLForwardCompat, true);
                    GLFW.WindowHint(WindowHintClientApi.ClientApi, ClientApi.OpenGlEsApi);
                    // GLES2 is initialized through EGL to allow ANGLE usage.
                    // (It may be an idea to make this a configuration cvar)
                    GLFW.WindowHint(WindowHintContextApi.ContextCreationApi, ContextApi.EglContextApi);
                    GLFW.WindowHint(WindowHintOpenGlProfile.OpenGlProfile, OpenGlProfile.Any);
                    GLFW.WindowHint(WindowHintBool.SrgbCapable, false);

                    if (!_eglLoaded && OperatingSystem.IsWindows())
                    {
                        // On non-published builds (so, development), GLFW can't find libEGL.dll
                        // because it'll be in runtimes/<rid>/native/ instead of next to the actual executable.
                        // We manually preload the library here so that GLFW will find it when it does its thing.
                        NativeLibrary.TryLoad(
                            "libEGL.dll",
                            typeof(Clyde).Assembly,
                            DllImportSearchPath.SafeDirectories,
                            out _);

                        _eglLoaded = true;
                    }
                }


                Monitor *monitor = null;
                if (parameters.Monitor != null &&
                    _winThreadMonitors.TryGetValue(parameters.Monitor.Id, out var monitorReg))
                {
                    monitor = monitorReg.Ptr;
                }

                GLFW.WindowHint(WindowHintBool.Visible, false);

                var window = GLFW.CreateWindow(
                    parameters.Width, parameters.Height,
                    parameters.Title,
                    parameters.Fullscreen ? monitor : null,
                    contextShare);

                // Check if window failed to create.
                if (window == null)
                {
                    return(null);
                }

                if (parameters.Maximized)
                {
                    GLFW.GetMonitorPos(monitor, out var x, out var y);
                    GLFW.SetWindowPos(window, x, y);
                    GLFW.MaximizeWindow(window);
                }

                if (parameters.Visible)
                {
                    GLFW.ShowWindow(window);
                }


                return(window);
            }
コード例 #7
0
            private Window *CreateGlfwWindowForRenderer(
                Renderer r,
                WindowCreateParameters parameters,
                Window *contextShare)
            {
#if DEBUG
                GLFW.WindowHint(WindowHintBool.OpenGLDebugContext, true);
#endif
                GLFW.WindowHint(WindowHintString.X11ClassName, "SS14");
                GLFW.WindowHint(WindowHintString.X11InstanceName, "SS14");

                if (r == Renderer.OpenGL33)
                {
                    GLFW.WindowHint(WindowHintInt.ContextVersionMajor, 3);
                    GLFW.WindowHint(WindowHintInt.ContextVersionMinor, 3);
                    GLFW.WindowHint(WindowHintBool.OpenGLForwardCompat, true);
                    GLFW.WindowHint(WindowHintClientApi.ClientApi, ClientApi.OpenGlApi);
                    GLFW.WindowHint(WindowHintContextApi.ContextCreationApi, ContextApi.NativeContextApi);
                    GLFW.WindowHint(WindowHintOpenGlProfile.OpenGlProfile, OpenGlProfile.Core);
                    GLFW.WindowHint(WindowHintBool.SrgbCapable, true);
                }
                else if (r == Renderer.OpenGL31)
                {
                    GLFW.WindowHint(WindowHintInt.ContextVersionMajor, 3);
                    GLFW.WindowHint(WindowHintInt.ContextVersionMinor, 1);
                    GLFW.WindowHint(WindowHintBool.OpenGLForwardCompat, false);
                    GLFW.WindowHint(WindowHintClientApi.ClientApi, ClientApi.OpenGlApi);
                    GLFW.WindowHint(WindowHintContextApi.ContextCreationApi, ContextApi.NativeContextApi);
                    GLFW.WindowHint(WindowHintOpenGlProfile.OpenGlProfile, OpenGlProfile.Any);
                    GLFW.WindowHint(WindowHintBool.SrgbCapable, true);
                }
                else if (r == Renderer.OpenGLES2)
                {
                    GLFW.WindowHint(WindowHintInt.ContextVersionMajor, 2);
                    GLFW.WindowHint(WindowHintInt.ContextVersionMinor, 0);
                    GLFW.WindowHint(WindowHintBool.OpenGLForwardCompat, true);
                    GLFW.WindowHint(WindowHintClientApi.ClientApi, ClientApi.OpenGlEsApi);
                    // GLES2 is initialized through EGL to allow ANGLE usage.
                    // (It may be an idea to make this a configuration cvar)
                    GLFW.WindowHint(WindowHintContextApi.ContextCreationApi, ContextApi.EglContextApi);
                    GLFW.WindowHint(WindowHintOpenGlProfile.OpenGlProfile, OpenGlProfile.Any);
                    GLFW.WindowHint(WindowHintBool.SrgbCapable, false);
                }


                Monitor *monitor = null;
                if (parameters.Monitor != null &&
                    _winThreadMonitors.TryGetValue(parameters.Monitor.Id, out var monitorReg))
                {
                    monitor = monitorReg.Ptr;
                }

                GLFW.WindowHint(WindowHintBool.Visible, false);

                var window = GLFW.CreateWindow(
                    parameters.Width, parameters.Height,
                    parameters.Title,
                    parameters.Fullscreen ? monitor : null,
                    contextShare);

                // Check if window failed to create.
                if (window == null)
                {
                    return(null);
                }

                if (parameters.Maximized)
                {
                    GLFW.GetMonitorPos(monitor, out var x, out var y);
                    GLFW.SetWindowPos(window, x, y);
                    GLFW.MaximizeWindow(window);
                }

                if (parameters.Visible)
                {
                    GLFW.ShowWindow(window);
                }



                return(window);
            }