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| Rev | Author | Line No. | Line |
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| 1452 | chris | 1 | #region License |
| 2 | // |
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| 3 | // The Open Toolkit Library License |
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| 4 | // |
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| 5 | // Copyright (c) 2006 - 2009 the Open Toolkit library. |
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| 6 | // |
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| 7 | // Permission is hereby granted, free of charge, to any person obtaining a copy |
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| 8 | // of this software and associated documentation files (the "Software"), to deal |
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| 9 | // in the Software without restriction, including without limitation the rights to |
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| 10 | // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of |
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| 11 | // the Software, and to permit persons to whom the Software is furnished to do |
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| 12 | // so, subject to the following conditions: |
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| 13 | // |
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| 14 | // The above copyright notice and this permission notice shall be included in all |
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| 15 | // copies or substantial portions of the Software. |
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| 16 | // |
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| 17 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
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| 18 | // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES |
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| 19 | // OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND |
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| 20 | // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT |
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| 21 | // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, |
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| 22 | // WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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| 23 | // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
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| 24 | // OTHER DEALINGS IN THE SOFTWARE. |
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| 25 | // |
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| 26 | #endregion |
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| 27 | |||
| 28 | using System; |
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| 29 | using System.Collections.Generic; |
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| 30 | using System.ComponentModel; |
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| 31 | using System.Diagnostics; |
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| 32 | using System.Drawing; |
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| 33 | using System.Threading; |
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| 34 | using OpenTK.Graphics; |
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| 35 | using OpenTK.Input; |
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| 36 | using OpenTK.Platform; |
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| 37 | |||
| 38 | namespace OpenTK |
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| 39 | { |
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| 40 | /// <summary> |
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| 41 | /// The GameWindow class contains cross-platform methods to create and render on an OpenGL |
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| 42 | /// window, handle input and load resources. |
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| 43 | /// </summary> |
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| 44 | /// <remarks> |
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| 45 | /// GameWindow contains several events you can hook or override to add your custom logic: |
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| 46 | /// <list> |
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| 47 | /// <item> |
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| 48 | /// OnLoad: Occurs after creating the OpenGL context, but before entering the main loop. |
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| 49 | /// Override to load resources. |
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| 50 | /// </item> |
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| 51 | /// <item> |
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| 52 | /// OnUnload: Occurs after exiting the main loop, but before deleting the OpenGL context. |
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| 53 | /// Override to unload resources. |
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| 54 | /// </item> |
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| 55 | /// <item> |
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| 56 | /// OnResize: Occurs whenever GameWindow is resized. You should update the OpenGL Viewport |
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| 57 | /// and Projection Matrix here. |
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| 58 | /// </item> |
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| 59 | /// <item> |
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| 60 | /// OnUpdateFrame: Occurs at the specified logic update rate. Override to add your game |
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| 61 | /// logic. |
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| 62 | /// </item> |
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| 63 | /// <item> |
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| 64 | /// OnRenderFrame: Occurs at the specified frame render rate. Override to add your |
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| 65 | /// rendering code. |
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| 66 | /// </item> |
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| 67 | /// </list> |
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| 68 | /// Call the Run() method to start the application's main loop. Run(double, double) takes two |
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| 69 | /// parameters that |
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| 70 | /// specify the logic update rate, and the render update rate. |
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| 71 | /// </remarks> |
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| 72 | public class GameWindow : NativeWindow, IGameWindow, IDisposable |
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| 73 | { |
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| 74 | #region --- Fields --- |
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| 75 | |||
| 76 | object exit_lock = new object(); |
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| 77 | |||
| 78 | IGraphicsContext glContext; |
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| 79 | |||
| 80 | bool isExiting = false; |
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| 81 | |||
| 82 | double update_period, render_period; |
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| 83 | double target_update_period, target_render_period; |
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| 84 | // TODO: Implement these: |
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| 85 | double update_time, render_time; |
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| 86 | VSyncMode vsync; |
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| 87 | |||
| 88 | Stopwatch update_watch = new Stopwatch(), render_watch = new Stopwatch(); |
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| 89 | double next_render = 0.0, next_update = 0.0; |
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| 90 | FrameEventArgs update_args = new FrameEventArgs(); |
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| 91 | FrameEventArgs render_args = new FrameEventArgs(); |
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| 92 | |||
| 93 | #endregion |
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| 94 | |||
| 95 | #region --- Contructors --- |
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| 96 | |||
| 97 | #region public GameWindow() |
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| 98 | |||
| 99 | /// <summary>Constructs a new GameWindow with sensible default attributes.</summary> |
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| 100 | public GameWindow() |
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| 101 | : this(640, 480, GraphicsMode.Default, "OpenTK Game Window", 0, DisplayDevice.Default) { } |
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| 102 | |||
| 103 | #endregion |
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| 104 | |||
| 105 | #region public GameWindow(int width, int height) |
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| 106 | |||
| 107 | /// <summary>Constructs a new GameWindow with the specified attributes.</summary> |
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| 108 | /// <param name="width">The width of the GameWindow in pixels.</param> |
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| 109 | /// <param name="height">The height of the GameWindow in pixels.</param> |
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| 110 | public GameWindow(int width, int height) |
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| 111 | : this(width, height, GraphicsMode.Default, "OpenTK Game Window", 0, DisplayDevice.Default) { } |
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| 112 | |||
| 113 | #endregion |
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| 114 | |||
| 115 | #region public GameWindow(int width, int height, GraphicsMode mode) |
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| 116 | |||
| 117 | /// <summary>Constructs a new GameWindow with the specified attributes.</summary> |
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| 118 | /// <param name="width">The width of the GameWindow in pixels.</param> |
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| 119 | /// <param name="height">The height of the GameWindow in pixels.</param> |
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| 120 | /// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param> |
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| 121 | public GameWindow(int width, int height, GraphicsMode mode) |
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| 122 | : this(width, height, mode, "OpenTK Game Window", 0, DisplayDevice.Default) { } |
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| 123 | |||
| 124 | #endregion |
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| 125 | |||
| 126 | #region public GameWindow(int width, int height, GraphicsMode mode, string title) |
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| 127 | |||
| 128 | /// <summary>Constructs a new GameWindow with the specified attributes.</summary> |
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| 129 | /// <param name="width">The width of the GameWindow in pixels.</param> |
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| 130 | /// <param name="height">The height of the GameWindow in pixels.</param> |
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| 131 | /// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param> |
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| 132 | /// <param name="title">The title of the GameWindow.</param> |
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| 133 | public GameWindow(int width, int height, GraphicsMode mode, string title) |
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| 134 | : this(width, height, mode, title, 0, DisplayDevice.Default) { } |
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| 135 | |||
| 136 | #endregion |
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| 137 | |||
| 138 | #region public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options) |
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| 139 | |||
| 140 | /// <summary>Constructs a new GameWindow with the specified attributes.</summary> |
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| 141 | /// <param name="width">The width of the GameWindow in pixels.</param> |
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| 142 | /// <param name="height">The height of the GameWindow in pixels.</param> |
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| 143 | /// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param> |
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| 144 | /// <param name="title">The title of the GameWindow.</param> |
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| 145 | /// <param name="options">GameWindow options regarding window appearance and behavior.</param> |
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| 146 | public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options) |
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| 147 | : this(width, height, mode, title, options, DisplayDevice.Default) { } |
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| 148 | |||
| 149 | #endregion |
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| 150 | |||
| 151 | #region public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device) |
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| 152 | |||
| 153 | /// <summary>Constructs a new GameWindow with the specified attributes.</summary> |
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| 154 | /// <param name="width">The width of the GameWindow in pixels.</param> |
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| 155 | /// <param name="height">The height of the GameWindow in pixels.</param> |
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| 156 | /// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param> |
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| 157 | /// <param name="title">The title of the GameWindow.</param> |
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| 158 | /// <param name="options">GameWindow options regarding window appearance and behavior.</param> |
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| 159 | /// <param name="device">The OpenTK.Graphics.DisplayDevice to construct the GameWindow in.</param> |
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| 160 | public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device) |
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| 161 | : this(width, height, mode, title, options, device, 1, 0, GraphicsContextFlags.Default) |
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| 162 | { } |
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| 163 | |||
| 164 | #endregion |
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| 165 | |||
| 166 | #region public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device, int major, int minor, GraphicsContextFlags flags) |
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| 167 | |||
| 168 | /// <summary>Constructs a new GameWindow with the specified attributes.</summary> |
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| 169 | /// <param name="width">The width of the GameWindow in pixels.</param> |
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| 170 | /// <param name="height">The height of the GameWindow in pixels.</param> |
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| 171 | /// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param> |
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| 172 | /// <param name="title">The title of the GameWindow.</param> |
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| 173 | /// <param name="options">GameWindow options regarding window appearance and behavior.</param> |
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| 174 | /// <param name="device">The OpenTK.Graphics.DisplayDevice to construct the GameWindow in.</param> |
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| 175 | /// <param name="major">The major version for the OpenGL GraphicsContext.</param> |
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| 176 | /// <param name="minor">The minor version for the OpenGL GraphicsContext.</param> |
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| 177 | /// <param name="flags">The GraphicsContextFlags version for the OpenGL GraphicsContext.</param> |
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| 178 | public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device, |
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| 179 | int major, int minor, GraphicsContextFlags flags) |
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| 180 | : this(width, height, mode, title, options, device, major, minor, flags, null) |
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| 181 | { } |
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| 182 | |||
| 183 | #endregion |
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| 184 | |||
| 185 | #region public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device, int major, int minor, GraphicsContextFlags flags, IGraphicsContext sharedContext) |
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| 186 | |||
| 187 | /// <summary>Constructs a new GameWindow with the specified attributes.</summary> |
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| 188 | /// <param name="width">The width of the GameWindow in pixels.</param> |
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| 189 | /// <param name="height">The height of the GameWindow in pixels.</param> |
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| 190 | /// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param> |
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| 191 | /// <param name="title">The title of the GameWindow.</param> |
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| 192 | /// <param name="options">GameWindow options regarding window appearance and behavior.</param> |
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| 193 | /// <param name="device">The OpenTK.Graphics.DisplayDevice to construct the GameWindow in.</param> |
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| 194 | /// <param name="major">The major version for the OpenGL GraphicsContext.</param> |
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| 195 | /// <param name="minor">The minor version for the OpenGL GraphicsContext.</param> |
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| 196 | /// <param name="flags">The GraphicsContextFlags version for the OpenGL GraphicsContext.</param> |
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| 197 | /// <param name="sharedContext">An IGraphicsContext to share resources with.</param> |
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| 198 | public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device, |
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| 199 | int major, int minor, GraphicsContextFlags flags, IGraphicsContext sharedContext) |
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| 200 | : base(width, height, title, options, |
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| 201 | mode == null ? GraphicsMode.Default : mode, |
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| 202 | device == null ? DisplayDevice.Default : device) |
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| 203 | { |
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| 204 | try |
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| 205 | { |
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| 206 | glContext = new GraphicsContext(mode == null ? GraphicsMode.Default : mode, WindowInfo, major, minor, flags); |
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| 207 | glContext.MakeCurrent(WindowInfo); |
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| 208 | (glContext as IGraphicsContextInternal).LoadAll(); |
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| 209 | |||
| 210 | VSync = VSyncMode.On; |
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| 211 | |||
| 212 | //glWindow.WindowInfoChanged += delegate(object sender, EventArgs e) { OnWindowInfoChangedInternal(e); }; |
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| 213 | } |
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| 214 | catch (Exception e) |
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| 215 | { |
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| 216 | Debug.Print(e.ToString()); |
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| 217 | base.Dispose(); |
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| 218 | throw; |
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| 219 | } |
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| 220 | } |
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| 221 | |||
| 222 | #endregion |
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| 223 | |||
| 224 | #endregion |
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| 225 | |||
| 226 | #region --- Public Members --- |
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| 227 | |||
| 228 | #region Methods |
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| 229 | |||
| 230 | #region Dispose |
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| 231 | |||
| 232 | /// <summary> |
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| 233 | /// Disposes of the GameWindow, releasing all resources consumed by it. |
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| 234 | /// </summary> |
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| 235 | public override void Dispose() |
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| 236 | { |
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| 237 | try |
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| 238 | { |
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| 239 | Dispose(true); |
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| 240 | } |
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| 241 | finally |
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| 242 | { |
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| 243 | try |
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| 244 | { |
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| 245 | if (glContext != null) |
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| 246 | { |
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| 247 | glContext.Dispose(); |
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| 248 | glContext = null; |
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| 249 | } |
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| 250 | } |
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| 251 | finally |
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| 252 | { |
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| 253 | base.Dispose(); |
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| 254 | } |
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| 255 | } |
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| 256 | GC.SuppressFinalize(this); |
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| 257 | } |
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| 258 | |||
| 259 | #endregion |
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| 260 | |||
| 261 | #region Exit |
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| 262 | |||
| 263 | /// <summary> |
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| 264 | /// Closes the GameWindow. Equivalent to <see cref="NativeWindow.Close"/> method. |
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| 265 | /// </summary> |
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| 266 | /// <remarks> |
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| 267 | /// <para>Override if you are not using <see cref="GameWindow.Run()"/>.</para> |
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| 268 | /// <para>If you override this method, place a call to base.Exit(), to ensure proper OpenTK shutdown.</para> |
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| 269 | /// </remarks> |
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| 270 | public virtual void Exit() |
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| 271 | { |
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| 272 | Close(); |
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| 273 | } |
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| 274 | |||
| 275 | #endregion |
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| 276 | |||
| 277 | #region MakeCurrent |
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| 278 | |||
| 279 | /// <summary> |
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| 280 | /// Makes the GraphicsContext current on the calling thread. |
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| 281 | /// </summary> |
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| 282 | public void MakeCurrent() |
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| 283 | { |
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| 284 | EnsureUndisposed(); |
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| 285 | Context.MakeCurrent(WindowInfo); |
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| 286 | } |
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| 287 | |||
| 288 | #endregion |
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| 289 | |||
| 290 | #region OnClose |
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| 291 | |||
| 292 | /// <summary> |
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| 293 | /// Called when the NativeWindow is about to close. |
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| 294 | /// </summary> |
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| 295 | /// <param name="e"> |
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| 296 | /// The <see cref="System.ComponentModel.CancelEventArgs" /> for this event. |
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| 297 | /// Set e.Cancel to true in order to stop the GameWindow from closing.</param> |
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| 298 | protected override void OnClosing(System.ComponentModel.CancelEventArgs e) |
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| 299 | { |
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| 300 | base.OnClosing(e); |
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| 301 | if (!e.Cancel) |
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| 302 | { |
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| 303 | isExiting = true; |
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| 304 | OnUnloadInternal(EventArgs.Empty); |
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| 305 | } |
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| 306 | } |
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| 307 | |||
| 308 | |||
| 309 | #endregion |
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| 310 | |||
| 311 | #region OnLoad |
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| 312 | |||
| 313 | /// <summary> |
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| 314 | /// Called after an OpenGL context has been established, but before entering the main loop. |
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| 315 | /// </summary> |
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| 316 | /// <param name="e">Not used.</param> |
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| 317 | protected virtual void OnLoad(EventArgs e) |
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| 318 | { |
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| 319 | if (Load != null) Load(this, e); |
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| 320 | } |
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| 321 | |||
| 322 | #endregion |
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| 323 | |||
| 324 | #region OnUnload |
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| 325 | |||
| 326 | /// <summary> |
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| 327 | /// Called after GameWindow.Exit was called, but before destroying the OpenGL context. |
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| 328 | /// </summary> |
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| 329 | /// <param name="e">Not used.</param> |
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| 330 | protected virtual void OnUnload(EventArgs e) |
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| 331 | { |
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| 332 | if (Unload != null) Unload(this, e); |
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| 333 | } |
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| 334 | |||
| 335 | #endregion |
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| 336 | |||
| 337 | #region public void Run() |
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| 338 | |||
| 339 | /// <summary> |
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| 340 | /// Enters the game loop of the GameWindow using the maximum update rate. |
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| 341 | /// </summary> |
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| 342 | /// <seealso cref="Run(double)"/> |
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| 343 | public void Run() |
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| 344 | { |
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| 345 | Run(0.0, 0.0); |
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| 346 | } |
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| 347 | |||
| 348 | #endregion |
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| 349 | |||
| 350 | #region public void Run(double updateFrequency) |
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| 351 | |||
| 352 | /// <summary> |
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| 353 | /// Enters the game loop of the GameWindow using the specified update rate. |
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| 354 | /// maximum possible render frequency. |
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| 355 | /// </summary> |
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| 356 | public void Run(double updateRate) |
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| 357 | { |
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| 358 | Run(updateRate, 0.0); |
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| 359 | } |
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| 360 | |||
| 361 | #endregion |
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| 362 | |||
| 363 | #region public void Run(double updates_per_second, double frames_per_second) |
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| 364 | |||
| 365 | /// <summary> |
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| 366 | /// Enters the game loop of the GameWindow updating and rendering at the specified frequency. |
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| 367 | /// </summary> |
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| 368 | /// <remarks> |
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| 369 | /// When overriding the default game loop you should call ProcessEvents() |
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| 370 | /// to ensure that your GameWindow responds to operating system events. |
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| 371 | /// <para> |
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| 372 | /// Once ProcessEvents() returns, it is time to call update and render the next frame. |
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| 373 | /// </para> |
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| 374 | /// </remarks> |
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| 375 | /// <param name="updates_per_second">The frequency of UpdateFrame events.</param> |
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| 376 | /// <param name="frames_per_second">The frequency of RenderFrame events.</param> |
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| 377 | public void Run(double updates_per_second, double frames_per_second) |
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| 378 | { |
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| 379 | EnsureUndisposed(); |
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| 380 | |||
| 381 | try |
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| 382 | { |
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| 383 | if (updates_per_second < 0.0 || updates_per_second > 200.0) |
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| 384 | throw new ArgumentOutOfRangeException("updates_per_second", updates_per_second, |
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| 385 | "Parameter should be inside the range [0.0, 200.0]"); |
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| 386 | if (frames_per_second < 0.0 || frames_per_second > 200.0) |
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| 387 | throw new ArgumentOutOfRangeException("frames_per_second", frames_per_second, |
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| 388 | "Parameter should be inside the range [0.0, 200.0]"); |
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| 389 | |||
| 390 | TargetUpdateFrequency = updates_per_second; |
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| 391 | TargetRenderFrequency = frames_per_second; |
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| 392 | |||
| 393 | Visible = true; // Make sure the GameWindow is visible. |
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| 394 | OnLoadInternal(EventArgs.Empty); |
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| 395 | OnResize(EventArgs.Empty); |
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| 396 | |||
| 397 | // On some platforms, ProcessEvents() does not return while the user is resizing or moving |
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| 398 | // the window. We can avoid this issue by raising UpdateFrame and RenderFrame events |
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| 399 | // whenever we encounter a size or move event. |
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| 400 | // Note: hack disabled. Threaded rendering isprovides a better solution to this issue. |
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| 401 | //Move += DispatchUpdateAndRenderFrame; |
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| 402 | //Resize += DispatchUpdateAndRenderFrame; |
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| 403 | |||
| 404 | Debug.Print("Entering main loop."); |
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| 405 | update_watch.Start(); |
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| 406 | render_watch.Start(); |
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| 407 | while (true) |
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| 408 | { |
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| 409 | ProcessEvents(); |
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| 410 | if (Exists && !IsExiting) |
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| 411 | DispatchUpdateAndRenderFrame(this, EventArgs.Empty); |
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| 412 | else |
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| 413 | return; |
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| 414 | } |
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| 415 | } |
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| 416 | finally |
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| 417 | { |
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| 418 | Move -= DispatchUpdateAndRenderFrame; |
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| 419 | Resize -= DispatchUpdateAndRenderFrame; |
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| 420 | |||
| 421 | if (Exists) |
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| 422 | { |
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| 423 | // TODO: Should similar behaviour be retained, possibly on native window level? |
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| 424 | //while (this.Exists) |
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| 425 | // ProcessEvents(false); |
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| 426 | } |
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| 427 | } |
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| 428 | } |
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| 429 | |||
| 430 | void DispatchUpdateAndRenderFrame(object sender, EventArgs e) |
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| 431 | { |
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| 432 | RaiseUpdateFrame(update_watch, ref next_update, update_args); |
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| 433 | RaiseRenderFrame(render_watch, ref next_render, render_args); |
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| 434 | } |
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| 435 | |||
| 436 | void RaiseUpdateFrame(Stopwatch update_watch, ref double next_update, FrameEventArgs update_args) |
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| 437 | { |
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| 438 | int num_updates = 0; |
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| 439 | double total_update_time = 0; |
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| 440 | |||
| 441 | // Cap the maximum time drift to 1 second (e.g. when the process is suspended). |
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| 442 | double time = update_watch.Elapsed.TotalSeconds; |
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| 443 | if (time <= 0) |
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| 444 | return; |
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| 445 | if (time > 1.0) |
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| 446 | time = 1.0; |
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| 447 | |||
| 448 | // Raise UpdateFrame events until we catch up with our target update rate. |
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| 449 | while (next_update - time <= 0 && time > 0) |
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| 450 | { |
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| 451 | next_update -= time; |
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| 452 | update_args.Time = time; |
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| 453 | OnUpdateFrameInternal(update_args); |
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| 454 | time = update_time = update_watch.Elapsed.TotalSeconds - time; |
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| 455 | // Stopwatches are not accurate over long time periods. |
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| 456 | // We accumulate the total elapsed time into the time variable |
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| 457 | // while reseting the Stopwatch frequently. |
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| 458 | update_watch.Reset(); |
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| 459 | update_watch.Start(); |
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| 460 | |||
| 461 | // Don't schedule a new update more than 1 second in the future. |
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| 462 | // Sometimes the hardware cannot keep up with updates |
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| 463 | // (e.g. when the update rate is too high, or the UpdateFrame processing |
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| 464 | // is too costly). This cap ensures we can catch up in a reasonable time |
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| 465 | // once the load becomes lighter. |
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| 466 | next_update += TargetUpdatePeriod; |
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| 467 | next_update = Math.Max(next_update, -1.0); |
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| 468 | |||
| 469 | total_update_time += update_time; |
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| 470 | |||
| 471 | // Allow up to 10 consecutive UpdateFrame events to prevent the |
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| 472 | // application from "hanging" when the hardware cannot keep up |
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| 473 | // with the requested update rate. |
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| 474 | if (++num_updates >= 10 || TargetUpdateFrequency == 0.0) |
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| 475 | break; |
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| 476 | } |
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| 477 | |||
| 478 | // Calculate statistics |
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| 479 | if (num_updates > 0) |
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| 480 | { |
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| 481 | update_period = total_update_time / (double)num_updates; |
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| 482 | } |
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| 483 | } |
||
| 484 | |||
| 485 | void RaiseRenderFrame(Stopwatch render_watch, ref double next_render, FrameEventArgs render_args) |
||
| 486 | { |
||
| 487 | // Cap the maximum time drift to 1 second (e.g. when the process is suspended). |
||
| 488 | double time = render_watch.Elapsed.TotalSeconds; |
||
| 489 | if (time > 1.0) |
||
| 490 | time = 1.0; |
||
| 491 | if (time <= 0) |
||
| 492 | return; |
||
| 493 | double time_left = next_render - time; |
||
| 494 | |||
| 495 | if (time_left <= 0.0) |
||
| 496 | { |
||
| 497 | // Schedule next render event. The 1 second cap ensures |
||
| 498 | // the process does not appear to hang. |
||
| 499 | next_render = time_left + TargetRenderPeriod; |
||
| 500 | if (next_render < -1.0) |
||
| 501 | next_render = -1.0; |
||
| 502 | |||
| 503 | render_watch.Reset(); |
||
| 504 | render_watch.Start(); |
||
| 505 | |||
| 506 | if (time > 0) |
||
| 507 | { |
||
| 508 | // Todo: revisit this code. Maybe check average framerate instead? |
||
| 509 | // Note: VSyncMode.Adaptive enables vsync by default. The code below |
||
| 510 | // is supposed to disable vsync if framerate becomes too low (half of target |
||
| 511 | // framerate in the current approach) and reenable once the framerate |
||
| 512 | // rises again. |
||
| 513 | // Note 2: calling Context.VSync = true repeatedly seems to cause jitter on |
||
| 514 | // some configurations. If possible, we should avoid repeated calls. |
||
| 515 | // Note 3: we may not read/write the VSync property without a current context. |
||
| 516 | // This may come to pass if the user has moved rendering to his own thread. |
||
| 517 | if (Context.IsCurrent && VSync == VSyncMode.Adaptive && TargetRenderPeriod != 0) |
||
| 518 | { |
||
| 519 | // Check if we have enough time for a vsync |
||
| 520 | if (RenderTime > 2.0 * TargetRenderPeriod) |
||
| 521 | Context.VSync = false; |
||
| 522 | else |
||
| 523 | Context.VSync = true; |
||
| 524 | } |
||
| 525 | |||
| 526 | render_period = render_args.Time = time; |
||
| 527 | OnRenderFrameInternal(render_args); |
||
| 528 | render_time = render_watch.Elapsed.TotalSeconds; |
||
| 529 | } |
||
| 530 | } |
||
| 531 | } |
||
| 532 | |||
| 533 | #endregion |
||
| 534 | |||
| 535 | #region SwapBuffers |
||
| 536 | |||
| 537 | /// <summary> |
||
| 538 | /// Swaps the front and back buffer, presenting the rendered scene to the user. |
||
| 539 | /// </summary> |
||
| 540 | public void SwapBuffers() |
||
| 541 | { |
||
| 542 | EnsureUndisposed(); |
||
| 543 | this.Context.SwapBuffers(); |
||
| 544 | } |
||
| 545 | |||
| 546 | #endregion |
||
| 547 | |||
| 548 | #endregion |
||
| 549 | |||
| 550 | #region Properties |
||
| 551 | |||
| 552 | #region Context |
||
| 553 | |||
| 554 | /// <summary> |
||
| 555 | /// Returns the opengl IGraphicsContext associated with the current GameWindow. |
||
| 556 | /// </summary> |
||
| 557 | public IGraphicsContext Context |
||
| 558 | { |
||
| 559 | get |
||
| 560 | { |
||
| 561 | EnsureUndisposed(); |
||
| 562 | return glContext; |
||
| 563 | } |
||
| 564 | } |
||
| 565 | |||
| 566 | #endregion |
||
| 567 | |||
| 568 | #region IsExiting |
||
| 569 | |||
| 570 | /// <summary> |
||
| 571 | /// Gets a value indicating whether the shutdown sequence has been initiated |
||
| 572 | /// for this window, by calling GameWindow.Exit() or hitting the 'close' button. |
||
| 573 | /// If this property is true, it is no longer safe to use any OpenTK.Input or |
||
| 574 | /// OpenTK.Graphics.OpenGL functions or properties. |
||
| 575 | /// </summary> |
||
| 576 | public bool IsExiting |
||
| 577 | { |
||
| 578 | get |
||
| 579 | { |
||
| 580 | EnsureUndisposed(); |
||
| 581 | return isExiting; |
||
| 582 | } |
||
| 583 | } |
||
| 584 | |||
| 585 | #endregion |
||
| 586 | |||
| 587 | #region Joysticks |
||
| 588 | |||
| 589 | /// <summary> |
||
| 590 | /// Gets a readonly IList containing all available OpenTK.Input.JoystickDevices. |
||
| 591 | /// </summary> |
||
| 592 | public IList<JoystickDevice> Joysticks |
||
| 593 | { |
||
| 594 | get { return InputDriver.Joysticks; } |
||
| 595 | } |
||
| 596 | |||
| 597 | #endregion |
||
| 598 | |||
| 599 | #region Keyboard |
||
| 600 | |||
| 601 | /// <summary> |
||
| 602 | /// Gets the primary Keyboard device, or null if no Keyboard exists. |
||
| 603 | /// </summary> |
||
| 604 | public KeyboardDevice Keyboard |
||
| 605 | { |
||
| 606 | get { return InputDriver.Keyboard.Count > 0 ? InputDriver.Keyboard[0] : null; } |
||
| 607 | } |
||
| 608 | |||
| 609 | #endregion |
||
| 610 | |||
| 611 | #region Mouse |
||
| 612 | |||
| 613 | /// <summary> |
||
| 614 | /// Gets the primary Mouse device, or null if no Mouse exists. |
||
| 615 | /// </summary> |
||
| 616 | public MouseDevice Mouse |
||
| 617 | { |
||
| 618 | get { return InputDriver.Mouse.Count > 0 ? InputDriver.Mouse[0] : null; } |
||
| 619 | } |
||
| 620 | |||
| 621 | #endregion |
||
| 622 | |||
| 623 | #region --- GameWindow Timing --- |
||
| 624 | |||
| 625 | // TODO: Disabled because it is not reliable enough. Use vsync as a workaround. |
||
| 626 | |||
| 627 | //#region public bool AllowSleep |
||
| 628 | |||
| 629 | //public bool AllowSleep |
||
| 630 | //{ |
||
| 631 | // get { return allow_sleep; } |
||
| 632 | // set { allow_sleep = value; } |
||
| 633 | //} |
||
| 634 | |||
| 635 | //#endregion |
||
| 636 | |||
| 637 | #region RenderFrequency |
||
| 638 | |||
| 639 | /// <summary> |
||
| 640 | /// Gets a double representing the actual frequency of RenderFrame events, in hertz (i.e. fps or frames per second). |
||
| 641 | /// </summary> |
||
| 642 | public double RenderFrequency |
||
| 643 | { |
||
| 644 | get |
||
| 645 | { |
||
| 646 | EnsureUndisposed(); |
||
| 647 | if (render_period == 0.0) |
||
| 648 | return 1.0; |
||
| 649 | return 1.0 / render_period; |
||
| 650 | } |
||
| 651 | } |
||
| 652 | |||
| 653 | #endregion |
||
| 654 | |||
| 655 | #region RenderPeriod |
||
| 656 | |||
| 657 | /// <summary> |
||
| 658 | /// Gets a double representing the period of RenderFrame events, in seconds. |
||
| 659 | /// </summary> |
||
| 660 | public double RenderPeriod |
||
| 661 | { |
||
| 662 | get |
||
| 663 | { |
||
| 664 | EnsureUndisposed(); |
||
| 665 | return render_period; |
||
| 666 | } |
||
| 667 | } |
||
| 668 | |||
| 669 | #endregion |
||
| 670 | |||
| 671 | #region RenderTime |
||
| 672 | |||
| 673 | /// <summary> |
||
| 674 | /// Gets a double representing the time spent in the RenderFrame function, in seconds. |
||
| 675 | /// </summary> |
||
| 676 | public double RenderTime |
||
| 677 | { |
||
| 678 | get |
||
| 679 | { |
||
| 680 | EnsureUndisposed(); |
||
| 681 | return render_time; |
||
| 682 | } |
||
| 683 | protected set |
||
| 684 | { |
||
| 685 | EnsureUndisposed(); |
||
| 686 | render_time = value; |
||
| 687 | } |
||
| 688 | } |
||
| 689 | |||
| 690 | #endregion |
||
| 691 | |||
| 692 | #region TargetRenderFrequency |
||
| 693 | |||
| 694 | /// <summary> |
||
| 695 | /// Gets or sets a double representing the target render frequency, in hertz. |
||
| 696 | /// </summary> |
||
| 697 | /// <remarks> |
||
| 698 | /// <para>A value of 0.0 indicates that RenderFrame events are generated at the maximum possible frequency (i.e. only limited by the hardware's capabilities).</para> |
||
| 699 | /// <para>Values lower than 1.0Hz are clamped to 1.0Hz. Values higher than 200.0Hz are clamped to 200.0Hz.</para> |
||
| 700 | /// </remarks> |
||
| 701 | public double TargetRenderFrequency |
||
| 702 | { |
||
| 703 | get |
||
| 704 | { |
||
| 705 | EnsureUndisposed(); |
||
| 706 | if (TargetRenderPeriod == 0.0) |
||
| 707 | return 0.0; |
||
| 708 | return 1.0 / TargetRenderPeriod; |
||
| 709 | } |
||
| 710 | set |
||
| 711 | { |
||
| 712 | EnsureUndisposed(); |
||
| 713 | if (value < 1.0) |
||
| 714 | { |
||
| 715 | TargetRenderPeriod = 0.0; |
||
| 716 | } |
||
| 717 | else if (value <= 200.0) |
||
| 718 | { |
||
| 719 | TargetRenderPeriod = 1.0 / value; |
||
| 720 | } |
||
| 721 | else Debug.Print("Target render frequency clamped to 200.0Hz."); // TODO: Where is it actually performed? |
||
| 722 | } |
||
| 723 | } |
||
| 724 | |||
| 725 | #endregion |
||
| 726 | |||
| 727 | #region TargetRenderPeriod |
||
| 728 | |||
| 729 | /// <summary> |
||
| 730 | /// Gets or sets a double representing the target render period, in seconds. |
||
| 731 | /// </summary> |
||
| 732 | /// <remarks> |
||
| 733 | /// <para>A value of 0.0 indicates that RenderFrame events are generated at the maximum possible frequency (i.e. only limited by the hardware's capabilities).</para> |
||
| 734 | /// <para>Values lower than 0.005 seconds (200Hz) are clamped to 0.0. Values higher than 1.0 seconds (1Hz) are clamped to 1.0.</para> |
||
| 735 | /// </remarks> |
||
| 736 | public double TargetRenderPeriod |
||
| 737 | { |
||
| 738 | get |
||
| 739 | { |
||
| 740 | EnsureUndisposed(); |
||
| 741 | return target_render_period; |
||
| 742 | } |
||
| 743 | set |
||
| 744 | { |
||
| 745 | EnsureUndisposed(); |
||
| 746 | if (value <= 0.005) |
||
| 747 | { |
||
| 748 | target_render_period = 0.0; |
||
| 749 | } |
||
| 750 | else if (value <= 1.0) |
||
| 751 | { |
||
| 752 | target_render_period = value; |
||
| 753 | } |
||
| 754 | else Debug.Print("Target render period clamped to 1.0 seconds."); |
||
| 755 | } |
||
| 756 | } |
||
| 757 | |||
| 758 | #endregion |
||
| 759 | |||
| 760 | #region TargetUpdateFrequency |
||
| 761 | |||
| 762 | /// <summary> |
||
| 763 | /// Gets or sets a double representing the target update frequency, in hertz. |
||
| 764 | /// </summary> |
||
| 765 | /// <remarks> |
||
| 766 | /// <para>A value of 0.0 indicates that UpdateFrame events are generated at the maximum possible frequency (i.e. only limited by the hardware's capabilities).</para> |
||
| 767 | /// <para>Values lower than 1.0Hz are clamped to 1.0Hz. Values higher than 200.0Hz are clamped to 200.0Hz.</para> |
||
| 768 | /// </remarks> |
||
| 769 | public double TargetUpdateFrequency |
||
| 770 | { |
||
| 771 | get |
||
| 772 | { |
||
| 773 | EnsureUndisposed(); |
||
| 774 | if (TargetUpdatePeriod == 0.0) |
||
| 775 | return 0.0; |
||
| 776 | return 1.0 / TargetUpdatePeriod; |
||
| 777 | } |
||
| 778 | set |
||
| 779 | { |
||
| 780 | EnsureUndisposed(); |
||
| 781 | if (value < 1.0) |
||
| 782 | { |
||
| 783 | TargetUpdatePeriod = 0.0; |
||
| 784 | } |
||
| 785 | else if (value <= 200.0) |
||
| 786 | { |
||
| 787 | TargetUpdatePeriod = 1.0 / value; |
||
| 788 | } |
||
| 789 | else Debug.Print("Target update frequency clamped to 200.0Hz."); // TODO: Where is it actually performed? |
||
| 790 | } |
||
| 791 | } |
||
| 792 | |||
| 793 | #endregion |
||
| 794 | |||
| 795 | #region TargetUpdatePeriod |
||
| 796 | |||
| 797 | /// <summary> |
||
| 798 | /// Gets or sets a double representing the target update period, in seconds. |
||
| 799 | /// </summary> |
||
| 800 | /// <remarks> |
||
| 801 | /// <para>A value of 0.0 indicates that UpdateFrame events are generated at the maximum possible frequency (i.e. only limited by the hardware's capabilities).</para> |
||
| 802 | /// <para>Values lower than 0.005 seconds (200Hz) are clamped to 0.0. Values higher than 1.0 seconds (1Hz) are clamped to 1.0.</para> |
||
| 803 | /// </remarks> |
||
| 804 | public double TargetUpdatePeriod |
||
| 805 | { |
||
| 806 | get |
||
| 807 | { |
||
| 808 | EnsureUndisposed(); |
||
| 809 | return target_update_period; |
||
| 810 | } |
||
| 811 | set |
||
| 812 | { |
||
| 813 | EnsureUndisposed(); |
||
| 814 | if (value <= 0.005) |
||
| 815 | { |
||
| 816 | target_update_period = 0.0; |
||
| 817 | } |
||
| 818 | else if (value <= 1.0) |
||
| 819 | { |
||
| 820 | target_update_period = value; |
||
| 821 | } |
||
| 822 | else Debug.Print("Target update period clamped to 1.0 seconds."); // TODO: Where is it actually performed? |
||
| 823 | } |
||
| 824 | } |
||
| 825 | |||
| 826 | #endregion |
||
| 827 | |||
| 828 | #region UpdateFrequency |
||
| 829 | |||
| 830 | /// <summary> |
||
| 831 | /// Gets a double representing the frequency of UpdateFrame events, in hertz. |
||
| 832 | /// </summary> |
||
| 833 | public double UpdateFrequency |
||
| 834 | { |
||
| 835 | get |
||
| 836 | { |
||
| 837 | EnsureUndisposed(); |
||
| 838 | if (update_period == 0.0) |
||
| 839 | return 1.0; |
||
| 840 | return 1.0 / update_period; |
||
| 841 | } |
||
| 842 | } |
||
| 843 | |||
| 844 | #endregion |
||
| 845 | |||
| 846 | #region UpdatePeriod |
||
| 847 | |||
| 848 | /// <summary> |
||
| 849 | /// Gets a double representing the period of UpdateFrame events, in seconds. |
||
| 850 | /// </summary> |
||
| 851 | public double UpdatePeriod |
||
| 852 | { |
||
| 853 | get |
||
| 854 | { |
||
| 855 | EnsureUndisposed(); |
||
| 856 | return update_period; |
||
| 857 | } |
||
| 858 | } |
||
| 859 | |||
| 860 | #endregion |
||
| 861 | |||
| 862 | #region UpdateTime |
||
| 863 | |||
| 864 | /// <summary> |
||
| 865 | /// Gets a double representing the time spent in the UpdateFrame function, in seconds. |
||
| 866 | /// </summary> |
||
| 867 | public double UpdateTime |
||
| 868 | { |
||
| 869 | get |
||
| 870 | { |
||
| 871 | EnsureUndisposed(); |
||
| 872 | return update_time; |
||
| 873 | } |
||
| 874 | } |
||
| 875 | |||
| 876 | #endregion |
||
| 877 | |||
| 878 | #endregion |
||
| 879 | |||
| 880 | #region VSync |
||
| 881 | |||
| 882 | /// <summary> |
||
| 883 | /// Gets or sets the VSyncMode. |
||
| 884 | /// </summary> |
||
| 885 | public VSyncMode VSync |
||
| 886 | { |
||
| 887 | get |
||
| 888 | { |
||
| 889 | EnsureUndisposed(); |
||
| 890 | GraphicsContext.Assert(); |
||
| 891 | return vsync; |
||
| 892 | } |
||
| 893 | set |
||
| 894 | { |
||
| 895 | EnsureUndisposed(); |
||
| 896 | GraphicsContext.Assert(); |
||
| 897 | Context.VSync = (vsync = value) != VSyncMode.Off; |
||
| 898 | } |
||
| 899 | } |
||
| 900 | |||
| 901 | #endregion |
||
| 902 | |||
| 903 | #region WindowState |
||
| 904 | |||
| 905 | /// <summary> |
||
| 906 | /// Gets or states the state of the NativeWindow. |
||
| 907 | /// </summary> |
||
| 908 | public override WindowState WindowState |
||
| 909 | { |
||
| 910 | get |
||
| 911 | { |
||
| 912 | return base.WindowState; |
||
| 913 | } |
||
| 914 | set |
||
| 915 | { |
||
| 916 | base.WindowState = value; |
||
| 917 | Debug.Print("Updating Context after setting WindowState to {0}", value); |
||
| 918 | |||
| 919 | if (Context != null) |
||
| 920 | Context.Update(WindowInfo); |
||
| 921 | } |
||
| 922 | } |
||
| 923 | #endregion |
||
| 924 | |||
| 925 | #endregion |
||
| 926 | |||
| 927 | #region Events |
||
| 928 | |||
| 929 | /// <summary> |
||
| 930 | /// Occurs before the window is displayed for the first time. |
||
| 931 | /// </summary> |
||
| 932 | public event EventHandler<EventArgs> Load; |
||
| 933 | |||
| 934 | /// <summary> |
||
| 935 | /// Occurs when it is time to render a frame. |
||
| 936 | /// </summary> |
||
| 937 | public event EventHandler<FrameEventArgs> RenderFrame; |
||
| 938 | |||
| 939 | /// <summary> |
||
| 940 | /// Occurs before the window is destroyed. |
||
| 941 | /// </summary> |
||
| 942 | public event EventHandler<EventArgs> Unload; |
||
| 943 | |||
| 944 | /// <summary> |
||
| 945 | /// Occurs when it is time to update a frame. |
||
| 946 | /// </summary> |
||
| 947 | public event EventHandler<FrameEventArgs> UpdateFrame; |
||
| 948 | |||
| 949 | #endregion |
||
| 950 | |||
| 951 | #endregion |
||
| 952 | |||
| 953 | #region --- Protected Members --- |
||
| 954 | |||
| 955 | #region Dispose |
||
| 956 | |||
| 957 | /// <summary> |
||
| 958 | /// Override to add custom cleanup logic. |
||
| 959 | /// </summary> |
||
| 960 | /// <param name="manual">True, if this method was called by the application; false if this was called by the finalizer thread.</param> |
||
| 961 | protected virtual void Dispose(bool manual) { } |
||
| 962 | |||
| 963 | #endregion |
||
| 964 | |||
| 965 | #region OnRenderFrame |
||
| 966 | |||
| 967 | /// <summary> |
||
| 968 | /// Called when the frame is rendered. |
||
| 969 | /// </summary> |
||
| 970 | /// <param name="e">Contains information necessary for frame rendering.</param> |
||
| 971 | /// <remarks> |
||
| 972 | /// Subscribe to the <see cref="RenderFrame"/> event instead of overriding this method. |
||
| 973 | /// </remarks> |
||
| 974 | protected virtual void OnRenderFrame(FrameEventArgs e) |
||
| 975 | { |
||
| 976 | if (RenderFrame != null) RenderFrame(this, e); |
||
| 977 | } |
||
| 978 | |||
| 979 | #endregion |
||
| 980 | |||
| 981 | #region OnUpdateFrame |
||
| 982 | |||
| 983 | /// <summary> |
||
| 984 | /// Called when the frame is updated. |
||
| 985 | /// </summary> |
||
| 986 | /// <param name="e">Contains information necessary for frame updating.</param> |
||
| 987 | /// <remarks> |
||
| 988 | /// Subscribe to the <see cref="UpdateFrame"/> event instead of overriding this method. |
||
| 989 | /// </remarks> |
||
| 990 | protected virtual void OnUpdateFrame(FrameEventArgs e) |
||
| 991 | { |
||
| 992 | if (UpdateFrame != null) UpdateFrame(this, e); |
||
| 993 | } |
||
| 994 | |||
| 995 | #endregion |
||
| 996 | |||
| 997 | #region OnWindowInfoChanged |
||
| 998 | |||
| 999 | /// <summary> |
||
| 1000 | /// Called when the WindowInfo for this GameWindow has changed. |
||
| 1001 | /// </summary> |
||
| 1002 | /// <param name="e">Not used.</param> |
||
| 1003 | protected virtual void OnWindowInfoChanged(EventArgs e) { } |
||
| 1004 | |||
| 1005 | #endregion |
||
| 1006 | |||
| 1007 | #region OnResize |
||
| 1008 | |||
| 1009 | protected override void OnResize(EventArgs e) |
||
| 1010 | { |
||
| 1011 | base.OnResize(e); |
||
| 1012 | glContext.Update(base.WindowInfo); |
||
| 1013 | } |
||
| 1014 | |||
| 1015 | #endregion |
||
| 1016 | |||
| 1017 | #endregion |
||
| 1018 | |||
| 1019 | #region --- Private Members --- |
||
| 1020 | |||
| 1021 | #region OnLoadInternal |
||
| 1022 | |||
| 1023 | private void OnLoadInternal(EventArgs e) |
||
| 1024 | { |
||
| 1025 | OnLoad(e); |
||
| 1026 | } |
||
| 1027 | |||
| 1028 | #endregion |
||
| 1029 | |||
| 1030 | #region OnRenderFrameInternal |
||
| 1031 | |||
| 1032 | private void OnRenderFrameInternal(FrameEventArgs e) { if (Exists && !isExiting) OnRenderFrame(e); } |
||
| 1033 | |||
| 1034 | #endregion |
||
| 1035 | |||
| 1036 | #region OnUnloadInternal |
||
| 1037 | |||
| 1038 | private void OnUnloadInternal(EventArgs e) { OnUnload(e); } |
||
| 1039 | |||
| 1040 | #endregion |
||
| 1041 | |||
| 1042 | #region OnUpdateFrameInternal |
||
| 1043 | |||
| 1044 | private void OnUpdateFrameInternal(FrameEventArgs e) { if (Exists && !isExiting) OnUpdateFrame(e); } |
||
| 1045 | |||
| 1046 | #endregion |
||
| 1047 | |||
| 1048 | #region OnWindowInfoChangedInternal |
||
| 1049 | |||
| 1050 | private void OnWindowInfoChangedInternal(EventArgs e) |
||
| 1051 | { |
||
| 1052 | glContext.MakeCurrent(WindowInfo); |
||
| 1053 | |||
| 1054 | OnWindowInfoChanged(e); |
||
| 1055 | } |
||
| 1056 | |||
| 1057 | #endregion |
||
| 1058 | |||
| 1059 | #endregion |
||
| 1060 | } |
||
| 1061 | |||
| 1062 | #region public enum VSyncMode |
||
| 1063 | |||
| 1064 | /// <summary> |
||
| 1065 | /// Enumerates available VSync modes. |
||
| 1066 | /// </summary> |
||
| 1067 | public enum VSyncMode |
||
| 1068 | { |
||
| 1069 | /// <summary> |
||
| 1070 | /// Vsync disabled. |
||
| 1071 | /// </summary> |
||
| 1072 | Off = 0, |
||
| 1073 | /// <summary> |
||
| 1074 | /// VSync enabled. |
||
| 1075 | /// </summary> |
||
| 1076 | On, |
||
| 1077 | /// <summary> |
||
| 1078 | /// VSync enabled, unless framerate falls below one half of target framerate. |
||
| 1079 | /// If no target framerate is specified, this behaves exactly like <see cref="VSyncMode.On"/>. |
||
| 1080 | /// </summary> |
||
| 1081 | Adaptive, |
||
| 1082 | } |
||
| 1083 | |||
| 1084 | #endregion |
||
| 1085 | } |