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#region License
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//
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// The Open Toolkit Library License
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//
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// Copyright (c) 2006 - 2009 the Open Toolkit library.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights to 
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// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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// the Software, and to permit persons to whom the Software is furnished to do
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// so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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//
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace OpenTK.Platform
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{
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    /// <summary>
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    /// Defines the interface for a GameWindow.
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    /// </summary>
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    public interface IGameWindow : INativeWindow
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    {
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        /// <summary>
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        /// Enters the game loop of the GameWindow using the maximum update rate.
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        /// </summary>
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        /// <seealso cref="Run(double)"/>
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        void Run();
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        /// <summary>
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        /// Enters the game loop of the GameWindow using the specified update rate.
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        /// </summary>
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        void Run(double updateRate);
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        /// <summary>
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        /// Makes the GraphicsContext current on the calling thread.
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        /// </summary>
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        void MakeCurrent();
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        /// <summary>
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        /// Swaps the front and back buffers of the current GraphicsContext, presenting the rendered scene to the user.
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        /// </summary>
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        void SwapBuffers();
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        /// <summary>
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        /// Occurs before the window is displayed for the first time.
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        /// </summary>
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        event EventHandler<EventArgs> Load;
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        /// <summary>
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        /// Occurs before the window is destroyed. 
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        /// </summary>
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        event EventHandler<EventArgs> Unload;
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        /// <summary>
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        /// Occurs when it is time to update a frame.
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        /// </summary>
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        event EventHandler<FrameEventArgs> UpdateFrame;
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        /// <summary>
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        /// Occurs when it is time to render a frame.
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        /// </summary>
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        event EventHandler<FrameEventArgs> RenderFrame;
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    }
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}