/// <summary> /// Swaps front and back buffers in the specified <see cref="GameWindow"/>. /// </summary> /// <param name="window">The window.</param> public static void SwapBuffers(GameWindow window) { GLFW.GLFW.SwapBuffers(window.Handle); }
/// <summary> /// Makes current the given window's context. /// </summary> /// <param name="window">The window.</param> public static void MakeContextCurrent(GameWindow window) { GLFW.GLFW.MakeContextCurrent(window.Handle); }
public GameWindow(int width, int height, string title, bool fullscreen, Monitor monitor, GameWindow share) : this(new Sizei(width, height), title, fullscreen, monitor, share) { }
public GameWindow(Sizei size, string title, bool fullscreen, Monitor monitor, GameWindow share) : this() { // Set default window hints GLFW.GLFW.DefaultWindowHints(); GLFW.GLFW.WindowHint(GLFW.GLFW.Hint.Resizable, false); GLFW.GLFW.WindowHint(GLFW.GLFW.Hint.AutoIconify, true); GLFW.GLFW.WindowHint(GLFW.GLFW.Hint.Doublebuffer, true); if (GameSettings.MultisampleEnabled) { GLFW.GLFW.WindowHint(GLFW.GLFW.Hint.Samples, GameSettings.MultisampleLevel); } else { GLFW.GLFW.WindowHint(GLFW.GLFW.Hint.Samples, 0); } Handle = GLFW.GLFW.CreateWindow(size.Width, size.Height, title, (GameSettings.GameWindowFullscreenMode) ? monitor.Handle : Monitor.None.Handle, (share != null) ? share.Handle : None.Handle); if (!Handle) { GLFW.GLFW.Shutdown(); Environment.Exit(-1); } // Enable V-Sync if (GameSettings.VSyncEnabled) { GLFW.GLFW.SwapInterval(GameSettings.VSyncInterval); } }
public GameWindow(int width, int height, string title, GameWindow share) : this(new Sizei(width, height), title, share) { }