GL error logging
This commit is contained in:
committed by
Chris Forbes
parent
0dddf12831
commit
4ca4d7b5dd
479
OpenRA.Gl/GraphicsDevice.cs
Normal file → Executable file
479
OpenRA.Gl/GraphicsDevice.cs
Normal file → Executable file
@@ -6,252 +6,263 @@
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System;
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#endregion
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using System;
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using System.Drawing;
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using System.IO;
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using System.Windows.Forms;
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using OpenRA.FileFormats.Graphics;
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using Tao.Cg;
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using Tao.OpenGl;
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using Tao.Sdl;
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[assembly: Renderer( typeof( OpenRA.GlRenderer.GraphicsDevice ))]
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using System.Windows.Forms;
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using OpenRA.FileFormats.Graphics;
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using Tao.Cg;
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using Tao.OpenGl;
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using Tao.Sdl;
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[assembly: Renderer(typeof(OpenRA.GlRenderer.GraphicsDevice))]
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namespace OpenRA.GlRenderer
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{
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public class GraphicsDevice : IGraphicsDevice
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{
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Size windowSize;
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internal IntPtr cgContext;
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internal int vertexProfile, fragmentProfile;
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public class GraphicsDevice : IGraphicsDevice
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{
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Size windowSize;
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internal IntPtr cgContext;
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internal int vertexProfile, fragmentProfile;
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IntPtr surf;
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IntPtr surf;
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public Size WindowSize { get { return windowSize; } }
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public Size WindowSize { get { return windowSize; } }
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internal static void CheckGlError()
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{
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var n = Gl.glGetError();
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if (n != Gl.GL_NO_ERROR)
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throw new InvalidOperationException("GL Error");
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}
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public enum GlError
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{
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GL_NO_ERROR = Gl.GL_NO_ERROR,
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GL_INVALID_ENUM = Gl.GL_INVALID_ENUM,
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GL_INVALID_VALUE = Gl.GL_INVALID_VALUE,
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GL_STACK_OVERFLOW = Gl.GL_STACK_OVERFLOW,
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GL_STACK_UNDERFLOW = Gl.GL_STACK_UNDERFLOW,
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GL_OUT_OF_MEMORY = Gl.GL_OUT_OF_MEMORY,
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GL_TABLE_TOO_LARGE = Gl.GL_TABLE_TOO_LARGE,
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}
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public GraphicsDevice(int width, int height, WindowMode window, bool vsync)
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{
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Sdl.SDL_Init(Sdl.SDL_INIT_NOPARACHUTE | Sdl.SDL_INIT_VIDEO);
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_DOUBLEBUFFER, 1);
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_RED_SIZE, 8);
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_GREEN_SIZE, 8);
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_BLUE_SIZE, 8);
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_ALPHA_SIZE, 0);
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int windowFlags = 0;
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switch( window )
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{
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case WindowMode.Fullscreen:
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windowFlags |= Sdl.SDL_FULLSCREEN;
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break;
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case WindowMode.PseudoFullscreen:
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// pseudo-fullscreen only reliably works on windows; fall back to fullscreen for everyone else
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windowFlags |= ( Environment.OSVersion.Platform == PlatformID.Win32NT ) ? Sdl.SDL_NOFRAME : Sdl.SDL_FULLSCREEN;
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Environment.SetEnvironmentVariable( "SDL_VIDEO_WINDOW_POS", "0,0" );
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break;
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default:
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break;
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}
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surf = Sdl.SDL_SetVideoMode(width, height, 0, Sdl.SDL_OPENGL | windowFlags);
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Sdl.SDL_WM_SetCaption("OpenRA", "OpenRA");
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Sdl.SDL_ShowCursor(0);
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Sdl.SDL_EnableUNICODE(1);
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Sdl.SDL_EnableKeyRepeat(Sdl.SDL_DEFAULT_REPEAT_DELAY, Sdl.SDL_DEFAULT_REPEAT_INTERVAL);
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internal static void CheckGlError()
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{
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var n = Gl.glGetError();
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if (n != Gl.GL_NO_ERROR)
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throw new InvalidOperationException("GL Error: " + ((GlError)n).ToString());
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}
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CheckGlError();
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public GraphicsDevice(int width, int height, WindowMode window, bool vsync)
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{
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Sdl.SDL_Init(Sdl.SDL_INIT_NOPARACHUTE | Sdl.SDL_INIT_VIDEO);
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_DOUBLEBUFFER, 1);
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_RED_SIZE, 8);
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_GREEN_SIZE, 8);
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_BLUE_SIZE, 8);
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Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_ALPHA_SIZE, 0);
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windowSize = new Size(width, height);
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int windowFlags = 0;
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switch (window)
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{
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case WindowMode.Fullscreen:
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windowFlags |= Sdl.SDL_FULLSCREEN;
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break;
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case WindowMode.PseudoFullscreen:
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// pseudo-fullscreen only reliably works on windows; fall back to fullscreen for everyone else
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windowFlags |= (Environment.OSVersion.Platform == PlatformID.Win32NT) ? Sdl.SDL_NOFRAME : Sdl.SDL_FULLSCREEN;
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Environment.SetEnvironmentVariable("SDL_VIDEO_WINDOW_POS", "0,0");
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break;
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default:
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break;
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}
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cgContext = Cg.cgCreateContext();
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surf = Sdl.SDL_SetVideoMode(width, height, 0, Sdl.SDL_OPENGL | windowFlags);
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Cg.cgSetErrorCallback(CgErrorCallback);
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Sdl.SDL_WM_SetCaption("OpenRA", "OpenRA");
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Sdl.SDL_ShowCursor(0);
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Sdl.SDL_EnableUNICODE(1);
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Sdl.SDL_EnableKeyRepeat(Sdl.SDL_DEFAULT_REPEAT_DELAY, Sdl.SDL_DEFAULT_REPEAT_INTERVAL);
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CgGl.cgGLRegisterStates(cgContext);
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CgGl.cgGLSetManageTextureParameters(cgContext, true);
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vertexProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_VERTEX);
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fragmentProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_FRAGMENT);
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CheckGlError();
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//Console.WriteLine("VP Profile: " + vertexProfile);
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//Console.WriteLine("FP Profile: " + fragmentProfile);
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windowSize = new Size(width, height);
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Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
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CheckGlError();
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Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY);
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CheckGlError();
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cgContext = Cg.cgCreateContext();
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Sdl.SDL_SetModState(0); // i have had enough.
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}
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Cg.cgSetErrorCallback(CgErrorCallback);
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static Cg.CGerrorCallbackFuncDelegate CgErrorCallback = () =>
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{
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var err = Cg.cgGetError();
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var str = Cg.cgGetErrorString(err);
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throw new InvalidOperationException(
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string.Format("CG Error: {0}: {1}", err, str));
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};
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CgGl.cgGLRegisterStates(cgContext);
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CgGl.cgGLSetManageTextureParameters(cgContext, true);
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vertexProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_VERTEX);
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fragmentProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_FRAGMENT);
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public void EnableScissor(int left, int top, int width, int height)
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{
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if (width < 0) width = 0;
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if (height < 0) height = 0;
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Gl.glScissor(left, windowSize.Height - (top + height), width, height);
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CheckGlError();
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Gl.glEnable(Gl.GL_SCISSOR_TEST);
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CheckGlError();
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}
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//Console.WriteLine("VP Profile: " + vertexProfile);
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//Console.WriteLine("FP Profile: " + fragmentProfile);
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public void DisableScissor()
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{
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Gl.glDisable(Gl.GL_SCISSOR_TEST);
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CheckGlError();
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}
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Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
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CheckGlError();
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Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY);
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CheckGlError();
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public void Begin() { }
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public void End() { }
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Sdl.SDL_SetModState(0); // i have had enough.
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}
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public void Clear(Color c)
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{
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Gl.glClearColor(0, 0, 0, 0);
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CheckGlError();
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Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
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CheckGlError();
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}
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static Cg.CGerrorCallbackFuncDelegate CgErrorCallback = () =>
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{
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var err = Cg.cgGetError();
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var str = Cg.cgGetErrorString(err);
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throw new InvalidOperationException(
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string.Format("CG Error: {0}: {1}", err, str));
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};
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MouseButtons lastButtonBits = (MouseButtons)0;
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public void EnableScissor(int left, int top, int width, int height)
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{
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if (width < 0) width = 0;
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if (height < 0) height = 0;
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Gl.glScissor(left, windowSize.Height - (top + height), width, height);
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CheckGlError();
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Gl.glEnable(Gl.GL_SCISSOR_TEST);
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CheckGlError();
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}
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static MouseButtons MakeButton(byte b)
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{
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return b == Sdl.SDL_BUTTON_LEFT ? MouseButtons.Left
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: b == Sdl.SDL_BUTTON_RIGHT ? MouseButtons.Right
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: b == Sdl.SDL_BUTTON_MIDDLE ? MouseButtons.Middle
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: 0;
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}
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public void DisableScissor()
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{
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Gl.glDisable(Gl.GL_SCISSOR_TEST);
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CheckGlError();
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}
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static Modifiers MakeModifiers(int raw)
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{
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return ((raw & Sdl.KMOD_ALT) != 0 ? Modifiers.Alt : 0)
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| ((raw & Sdl.KMOD_CTRL) != 0 ? Modifiers.Ctrl : 0)
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| ((raw & Sdl.KMOD_SHIFT) != 0 ? Modifiers.Shift : 0);
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}
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public void Begin() { }
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public void End() { }
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bool HandleSpecialKey(KeyInput k)
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{
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switch (k.VirtKey)
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{
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case Sdl.SDLK_F13:
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var path = Environment.GetFolderPath(Environment.SpecialFolder.Personal)
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+ Path.DirectorySeparatorChar + DateTime.UtcNow.ToString("OpenRA-yyyy-MM-ddThhmmssZ") + ".bmp";
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Sdl.SDL_SaveBMP(surf, path);
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return true;
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public void Clear(Color c)
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{
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Gl.glClearColor(0, 0, 0, 0);
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CheckGlError();
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Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
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CheckGlError();
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}
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case Sdl.SDLK_F4:
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if (k.Modifiers.HasModifier(Modifiers.Alt))
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{
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OpenRA.Game.Exit();
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return true;
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}
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return false;
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MouseButtons lastButtonBits = (MouseButtons)0;
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default:
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return false;
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}
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}
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static MouseButtons MakeButton(byte b)
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{
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return b == Sdl.SDL_BUTTON_LEFT ? MouseButtons.Left
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: b == Sdl.SDL_BUTTON_RIGHT ? MouseButtons.Right
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: b == Sdl.SDL_BUTTON_MIDDLE ? MouseButtons.Middle
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: 0;
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}
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public void Present()
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{
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Sdl.SDL_GL_SwapBuffers();
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static Modifiers MakeModifiers(int raw)
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{
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return ((raw & Sdl.KMOD_ALT) != 0 ? Modifiers.Alt : 0)
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| ((raw & Sdl.KMOD_CTRL) != 0 ? Modifiers.Ctrl : 0)
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| ((raw & Sdl.KMOD_SHIFT) != 0 ? Modifiers.Shift : 0);
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}
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var mods = MakeModifiers(Sdl.SDL_GetModState());
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Game.HandleModifierKeys(mods);
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bool HandleSpecialKey(KeyInput k)
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{
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switch (k.VirtKey)
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{
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case Sdl.SDLK_F13:
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var path = Environment.GetFolderPath(Environment.SpecialFolder.Personal)
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+ Path.DirectorySeparatorChar + DateTime.UtcNow.ToString("OpenRA-yyyy-MM-ddThhmmssZ") + ".bmp";
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Sdl.SDL_SaveBMP(surf, path);
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return true;
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case Sdl.SDLK_F4:
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if (k.Modifiers.HasModifier(Modifiers.Alt))
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{
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OpenRA.Game.Exit();
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return true;
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}
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return false;
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default:
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return false;
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}
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}
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public void Present()
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{
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Sdl.SDL_GL_SwapBuffers();
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var mods = MakeModifiers(Sdl.SDL_GetModState());
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Game.HandleModifierKeys(mods);
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MouseEventArgs pendingMotion = null;
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Sdl.SDL_Event e;
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while (Sdl.SDL_PollEvent(out e) != 0)
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{
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switch (e.type)
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{
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case Sdl.SDL_QUIT:
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OpenRA.Game.Exit();
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break;
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Sdl.SDL_Event e;
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while (Sdl.SDL_PollEvent(out e) != 0)
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{
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switch (e.type)
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{
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case Sdl.SDL_QUIT:
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OpenRA.Game.Exit();
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break;
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case Sdl.SDL_MOUSEBUTTONDOWN:
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{
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case Sdl.SDL_MOUSEBUTTONDOWN:
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{
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if (pendingMotion != null)
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{
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Game.DispatchMouseInput(MouseInputEvent.Move, pendingMotion, mods);
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pendingMotion = null;
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}
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var button = MakeButton(e.button.button);
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lastButtonBits |= button;
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var button = MakeButton(e.button.button);
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lastButtonBits |= button;
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Game.DispatchMouseInput(MouseInputEvent.Down,
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new MouseEventArgs(button, 1, e.button.x, e.button.y, 0),
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mods);
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} break;
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Game.DispatchMouseInput(MouseInputEvent.Down,
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new MouseEventArgs(button, 1, e.button.x, e.button.y, 0),
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mods);
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} break;
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case Sdl.SDL_MOUSEBUTTONUP:
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{
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case Sdl.SDL_MOUSEBUTTONUP:
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{
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if (pendingMotion != null)
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{
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Game.DispatchMouseInput(MouseInputEvent.Move, pendingMotion, mods);
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pendingMotion = null;
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}
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var button = MakeButton(e.button.button);
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lastButtonBits &= ~button;
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var button = MakeButton(e.button.button);
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lastButtonBits &= ~button;
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Game.DispatchMouseInput(MouseInputEvent.Up,
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new MouseEventArgs(button, 1, e.button.x, e.button.y, 0),
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mods);
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} break;
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Game.DispatchMouseInput(MouseInputEvent.Up,
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new MouseEventArgs(button, 1, e.button.x, e.button.y, 0),
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mods);
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} break;
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case Sdl.SDL_MOUSEMOTION:
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{
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case Sdl.SDL_MOUSEMOTION:
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{
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pendingMotion = new MouseEventArgs(lastButtonBits, 0, e.motion.x, e.motion.y, 0);
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} break;
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} break;
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case Sdl.SDL_KEYDOWN:
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{
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var keyEvent = new KeyInput
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{
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Event = KeyInputEvent.Down,
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Modifiers = mods,
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KeyChar = (char) e.key.keysym.unicode,
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KeyName = Sdl.SDL_GetKeyName( e.key.keysym.sym ),
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VirtKey = e.key.keysym.sym
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};
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case Sdl.SDL_KEYDOWN:
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{
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var keyEvent = new KeyInput
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{
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Event = KeyInputEvent.Down,
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Modifiers = mods,
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KeyChar = (char)e.key.keysym.unicode,
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KeyName = Sdl.SDL_GetKeyName(e.key.keysym.sym),
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VirtKey = e.key.keysym.sym
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};
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if (!HandleSpecialKey(keyEvent))
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Game.HandleKeyEvent(keyEvent);
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} break;
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if (!HandleSpecialKey(keyEvent))
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Game.HandleKeyEvent(keyEvent);
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} break;
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case Sdl.SDL_KEYUP:
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{
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var keyEvent = new KeyInput
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{
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Event = KeyInputEvent.Up,
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Modifiers = mods,
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KeyChar = (char) e.key.keysym.unicode,
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KeyName = Sdl.SDL_GetKeyName( e.key.keysym.sym ),
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VirtKey = e.key.keysym.sym
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};
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Game.HandleKeyEvent(keyEvent);
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} break;
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}
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}
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case Sdl.SDL_KEYUP:
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{
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var keyEvent = new KeyInput
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{
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Event = KeyInputEvent.Up,
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Modifiers = mods,
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KeyChar = (char)e.key.keysym.unicode,
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KeyName = Sdl.SDL_GetKeyName(e.key.keysym.sym),
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VirtKey = e.key.keysym.sym
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};
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Game.HandleKeyEvent(keyEvent);
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} break;
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}
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}
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if (pendingMotion != null)
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{
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@@ -259,49 +270,49 @@ namespace OpenRA.GlRenderer
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pendingMotion = null;
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}
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CheckGlError();
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}
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CheckGlError();
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}
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public void DrawIndexedPrimitives(PrimitiveType pt, Range<int> vertices, Range<int> indices)
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{
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Gl.glDrawElements(ModeFromPrimitiveType(pt), indices.End - indices.Start,
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Gl.GL_UNSIGNED_SHORT, new IntPtr(indices.Start * 2));
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CheckGlError();
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}
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public void DrawIndexedPrimitives(PrimitiveType pt, Range<int> vertices, Range<int> indices)
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{
|
||||
Gl.glDrawElements(ModeFromPrimitiveType(pt), indices.End - indices.Start,
|
||||
Gl.GL_UNSIGNED_SHORT, new IntPtr(indices.Start * 2));
|
||||
CheckGlError();
|
||||
}
|
||||
|
||||
public void DrawIndexedPrimitives(PrimitiveType pt, int numVerts, int numPrimitives)
|
||||
{
|
||||
Gl.glDrawElements(ModeFromPrimitiveType(pt), numPrimitives * IndicesPerPrimitive(pt),
|
||||
Gl.GL_UNSIGNED_SHORT, IntPtr.Zero);
|
||||
CheckGlError();
|
||||
}
|
||||
public void DrawIndexedPrimitives(PrimitiveType pt, int numVerts, int numPrimitives)
|
||||
{
|
||||
Gl.glDrawElements(ModeFromPrimitiveType(pt), numPrimitives * IndicesPerPrimitive(pt),
|
||||
Gl.GL_UNSIGNED_SHORT, IntPtr.Zero);
|
||||
CheckGlError();
|
||||
}
|
||||
|
||||
static int ModeFromPrimitiveType(PrimitiveType pt)
|
||||
{
|
||||
switch (pt)
|
||||
{
|
||||
case PrimitiveType.PointList: return Gl.GL_POINTS;
|
||||
case PrimitiveType.LineList: return Gl.GL_LINES;
|
||||
case PrimitiveType.TriangleList: return Gl.GL_TRIANGLES;
|
||||
}
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
static int ModeFromPrimitiveType(PrimitiveType pt)
|
||||
{
|
||||
switch (pt)
|
||||
{
|
||||
case PrimitiveType.PointList: return Gl.GL_POINTS;
|
||||
case PrimitiveType.LineList: return Gl.GL_LINES;
|
||||
case PrimitiveType.TriangleList: return Gl.GL_TRIANGLES;
|
||||
}
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
static int IndicesPerPrimitive(PrimitiveType pt)
|
||||
{
|
||||
switch (pt)
|
||||
{
|
||||
case PrimitiveType.PointList: return 1;
|
||||
case PrimitiveType.LineList: return 2;
|
||||
case PrimitiveType.TriangleList: return 3;
|
||||
}
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
static int IndicesPerPrimitive(PrimitiveType pt)
|
||||
{
|
||||
switch (pt)
|
||||
{
|
||||
case PrimitiveType.PointList: return 1;
|
||||
case PrimitiveType.LineList: return 2;
|
||||
case PrimitiveType.TriangleList: return 3;
|
||||
}
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public IVertexBuffer<Vertex> CreateVertexBuffer(int size) { return new VertexBuffer<Vertex>(this, size); }
|
||||
public IIndexBuffer CreateIndexBuffer(int size) { return new IndexBuffer(this, size); }
|
||||
public ITexture CreateTexture() { return new Texture(this); }
|
||||
public ITexture CreateTexture(Bitmap bitmap) { return new Texture(this, bitmap); }
|
||||
public IShader CreateShader(Stream stream) { return new Shader(this, stream); }
|
||||
}
|
||||
}
|
||||
public IVertexBuffer<Vertex> CreateVertexBuffer(int size) { return new VertexBuffer<Vertex>(this, size); }
|
||||
public IIndexBuffer CreateIndexBuffer(int size) { return new IndexBuffer(this, size); }
|
||||
public ITexture CreateTexture() { return new Texture(this); }
|
||||
public ITexture CreateTexture(Bitmap bitmap) { return new Texture(this, bitmap); }
|
||||
public IShader CreateShader(Stream stream) { return new Shader(this, stream); }
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user