示例#1
0
 static Game()
 {
     keyCallback            = KeyCallback;
     cursorPositionCallback = CursorPositionCallback;
     mouseButtonCallback    = MouseButtonCallback;
     focusCallback          = FocusCallbackInternal;
 }
示例#2
0
 public static void SetWindowFocusCallback(IntPtr window, GLFWwindowfocusfun func) => _glfwSetWindowFocusCallback(window, func);
示例#3
0
 public static extern GLFWwindowfocusfun glfwSetWindowFocusCallback(IntPtr window, GLFWwindowfocusfun cbfun);
示例#4
0
 public static GLFWwindowfocusfun setWindowFocusCallback(GLFWwindow window, GLFWwindowfocusfun cbfun)
 {
     return(Glfwint.setWindowFocusCallback(window.handle, cbfun));
 }
示例#5
0
 internal OpenGLContext(string name)
 {
     if (GLFW.GlfwInit() == 0)
     {
         Console.Error.WriteLine("GLFW failed to initialize!");
         Environment.Exit(1);
     }
     Window = GLFW.GlfwCreateWindow(1920, 1080, name, null, null);
     if (Window == null)
     {
         Console.Error.WriteLine("GLFW failed to open window!");
         GLFW.GlfwTerminate();
         Environment.Exit(1);
     }
     Input = new InputSource();
     GLFW.GlfwMakeContextCurrent(Window);
     StrongReferences = new List <Delegate>();
     {
         GLFWkeyfun cb = KeyCallback;
         StrongReferences.Add(cb);
         GLFW.GlfwSetKeyCallback(Window, cb);
     }
     {
         GLFWcharfun cb = CharCallback;
         StrongReferences.Add(cb);
         GLFW.GlfwSetCharCallback(Window, cb);
     }
     {
         GLFWerrorfun cb = ErrorCallback;
         StrongReferences.Add(cb);
         GLFW.GlfwSetErrorCallback(cb);
     }
     {
         GLFWscrollfun cb = ScrollCallback;
         StrongReferences.Add(cb);
         GLFW.GlfwSetScrollCallback(Window, cb);
     }
     {
         GLFWcharmodsfun cb = CharModsCallback;
         StrongReferences.Add(cb);
         GLFW.GlfwSetCharModsCallback(Window, cb);
     }
     {
         GLFWcursorposfun cb = CursorPosCallback;
         StrongReferences.Add(cb);
         GLFW.GlfwSetCursorPosCallback(Window, cb);
     }
     {
         GLFWwindowposfun cb = WindowPosCallback;
         StrongReferences.Add(cb);
         GLFW.GlfwSetWindowPosCallback(Window, cb);
     }
     {
         GLFWwindowsizefun cb = WindowSizeCallback;
         StrongReferences.Add(cb);
         GLFW.GlfwSetWindowSizeCallback(Window, cb);
     }
     {
         GLFWcursorenterfun cb = CursorEnterCallback;
         StrongReferences.Add(cb);
         GLFW.GlfwSetCursorEnterCallback(Window, cb);
     }
     {
         GLFWmousebuttonfun cb = MouseButtonCallback;
         StrongReferences.Add(cb);
         GLFW.GlfwSetMouseButtonCallback(Window, cb);
     }
     {
         GLFWwindowfocusfun cb = WindowFocusCallback;
         StrongReferences.Add(cb);
         GLFW.GlfwSetWindowFocusCallback(Window, cb);
     }
     {
         GLFWwindowiconifyfun cb = WindowIconifyCallback;
         StrongReferences.Add(cb);
         GLFW.GlfwSetWindowIconifyCallback(Window, cb);
     }
     {
         GLFWframebuffersizefun cb = FrameBufferSizeCallback;
         StrongReferences.Add(cb);
         GLFW.GlfwSetFramebufferSizeCallback(Window, cb);
     }
 }
示例#6
0
        public GlfwWindow(WindowSettings settings) : base(settings)
        {
            var glfwMonitor = settings.Monitor as GlfwMonitor ?? throw new NotSupportedException();

            this.keyRepeatEnabled = false;

            var enc = Encoding.GetEncoding("utf-32", new EncoderReplacementFallback("□"), new DecoderReplacementFallback("□"));

            this.utf32Decoder = enc.GetDecoder();

            glfwDefaultWindowHints();

            glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
            glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
            glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);

            switch (settings.Style)
            {
            case WindowStyle.Windowed:
                glfwWindowHint(GLFW_DECORATED, GLFW_TRUE);
                break;

            case WindowStyle.FullScreen:
            case WindowStyle.Borderless:
                glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
                break;
            }

            checked
            {
                var mode          = settings.DisplayMode;
                int bitspercolour = (int)mode.BitsPerPixel / 4;

                glfwWindowHint(GLFW_RED_BITS, bitspercolour);
                glfwWindowHint(GLFW_GREEN_BITS, bitspercolour);
                glfwWindowHint(GLFW_BLUE_BITS, bitspercolour);
                glfwWindowHint(GLFW_ALPHA_BITS, bitspercolour);

                glfwWindowHint(GLFW_REFRESH_RATE, (int)mode.RefreshRate);

                var titleutf8 = Encoding.UTF8.GetBytes(settings.Title);

                unsafe
                {
                    fixed(byte *titleptr = titleutf8)
                    {
                        this.window = glfwCreateWindow((int)mode.Width, (int)mode.Height, titleptr, settings.Style == WindowStyle.FullScreen ? glfwMonitor.Handle : IntPtr.Zero, IntPtr.Zero);
                    }
                }
            }

            if (this.window == IntPtr.Zero)
            {
                var errorPtr = IntPtr.Zero;
                glfwGetError(errorPtr);
                var errorDesc = new CString(errorPtr);
                throw new ApplicationException(errorDesc);
            }

            this.windowResizeDelegate = this.HandleResizeEvent;
            this.windowFocusDelegate  = this.HandleFocusEvent;
            this.cursorEnterDelegate  = this.HandleMouseEnterOrLeaveEvent;
            this.cursorMoveDelegate   = this.HandleMouseMoveEvent;
            this.mouseButtonDelegate  = this.HandleMouseButtonEvent;
            this.scrollDelegate       = this.HandleScrollEvent;
            this.keyDelegate          = this.HandleKeyEvent;
            this.textDelegate         = this.HandleTextEvent;

            this.SetupCallbacks();

            this.Activate();
            glfwSwapInterval(settings.VSync ? 1 : 0);
            glfwSetInputMode(this.window, GLFW_CURSOR, settings.ShowCursor ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_HIDDEN);
        }
示例#7
0
 /*! @brief Sets the focus callback for the specified window.
  *
  *  This function sets the focus callback of the specified window, which is
  *  called when the window gains or loses input focus.
  *
  *  After the focus callback is called for a window that lost input focus,
  *  synthetic key and mouse button release events will be generated for all such
  *  that had been pressed.  For more information, see @ref glfwSetKeyCallback
  *  and @ref glfwSetMouseButtonCallback.
  *
  *  @param[in] window The window whose callback to set.
  *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
  *  callback.
  *  @return The previously set callback, or `NULL` if no callback was set or the
  *  library had not been [initialized](@ref intro_init).
  *
  *  @par Thread Safety
  *  This function may only be called from the main thread.
  *
  *  @sa @ref window_focus
  *
  *  @since Added in GLFW 3.0.
  *
  *  @ingroup window
  */
 internal static extern GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun cbfun);