public SDL2_GamePlatform(Game game) : base(game) { // Set and initialize the SDL2 window INTERNAL_window = new SDL2_GameWindow(); INTERNAL_window.Game = game; this.Window = INTERNAL_window; // Get our OpenALSoundController to handle the SoundBuffer pools soundControllerInstance = OpenALSoundController.GetInstance; }
public SDL2_GamePlatform(Game game) : base(game) { // Assign the OSVersion string OSVersion = SDL.SDL_GetPlatform(); // Set and initialize the SDL2 window INTERNAL_window = new SDL2_GameWindow(game, this); this.Window = INTERNAL_window; // Create the OpenAL device new OpenALDevice(); }
protected override void Dispose(bool disposing) { if (!IsDisposed) { if (INTERNAL_window != null) { INTERNAL_window.INTERNAL_Destroy(); INTERNAL_window = null; } if (OpenALDevice.Instance != null) { OpenALDevice.Instance.Dispose(); } } base.Dispose(disposing); }
protected override void Dispose(bool disposing) { if (!IsDisposed) { if (INTERNAL_window != null) { INTERNAL_window.INTERNAL_Destroy(); INTERNAL_window = null; } if (soundControllerInstance != null) { soundControllerInstance.Dispose(); soundControllerInstance = null; } } base.Dispose(disposing); }
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"; bool forceES3 = Environment.GetEnvironmentVariable( "FNA_OPENGL_FORCE_ES3" ) == "1"; bool forceCoreProfile = Environment.GetEnvironmentVariable( "FNA_OPENGL_FORCE_CORE_PROFILE" ) == "1"; Window = new SDL2_GameWindow( !forceES3 && (forceES2 || OSVersion.Equals("Emscripten") || OSVersion.Equals("Android") || OSVersion.Equals("iOS")), forceES3, forceCoreProfile ); // 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 }
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 }
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(); // 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 }
public static GameWindow CreateWindow() { // GLContext environment variables bool forceES2 = Environment.GetEnvironmentVariable( "FNA_OPENGL_FORCE_ES2" ) == "1"; bool forceCoreProfile = Environment.GetEnvironmentVariable( "FNA_OPENGL_FORCE_CORE_PROFILE" ) == "1"; // Set and initialize the SDL2 window GameWindow result = new SDL2_GameWindow( forceES2 || OSVersion.Equals("Emscripten") || OSVersion.Equals("Android") || OSVersion.Equals("iOS"), forceCoreProfile ); // Disable the screensaver. SDL.SDL_DisableScreenSaver(); // We hide the mouse cursor by default. SDL.SDL_ShowCursor(0); return result; }
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 }
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 }