542 строки
30 KiB
C#
542 строки
30 KiB
C#
#region License
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/*
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MIT License
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Copyright ©2003-2005 Tao Framework Team
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http://www.taoframework.com
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All rights reserved.
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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
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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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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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#endregion License
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#region Original Credits / License
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/*
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* This Code Was Created By Jeff Molofee 2000
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* A HUGE Thanks To Fredric Echols For Cleaning Up
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* And Optimizing The Base Code, Making It More Flexible!
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* If You've Found This Code Useful, Please Let Me Know.
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* Visit My Site At nehe.gamedev.net
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*/
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/*
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==========================================================================
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OpenGL Lesson 04: Rotating A Polygon
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==========================================================================
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Authors Name: Jeff Molofee ( NeHe )
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Disclaimer:
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This program may crash your system or run poorly depending on your
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hardware. The program and code contained in this archive was scanned
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for virii and has passed all test before it was put online. If you
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use this code in project of your own, send a shout out to the author!
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==========================================================================
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NeHe Productions 1997-2004
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==========================================================================
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*/
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#endregion Original Credits / License
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using System;
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using System.ComponentModel;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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using System.Windows.Forms;
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using Tao.OpenGl;
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using Tao.Platform.Windows;
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namespace NeHe {
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#region Class Documentation
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/// <summary>
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/// Lesson 04: Rotating A Polygon.
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/// </summary>
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/// <remarks>
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/// <para>
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/// Original Author: Jeff Molofee (NeHe)
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/// http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=04
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/// </para>
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/// <para>
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/// C# Implementation: Randy Ridge
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/// http://www.taoframework.com
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/// </para>
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/// </remarks>
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#endregion Class Documentation
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public sealed class Lesson04 : Form {
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// --- Fields ---
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#region Private Static Fields
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private static IntPtr hDC; // Private GDI Device Context
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private static IntPtr hRC; // Permanent Rendering Context
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private static Form form; // Our Current Windows Form
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private static bool[] keys = new bool[256]; // Array Used For The Keyboard Routine
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private static bool active = true; // Window Active Flag, Set To True By Default
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private static bool fullscreen = true; // Fullscreen Flag, Set To Fullscreen Mode By Default
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private static bool done = false; // Bool Variable To Exit Main Loop
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private static float rtri; // Angle For The Triangle ( NEW )
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private static float rquad; // Angle For The Quad ( NEW )
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#endregion Private Static Fields
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// --- Constructors & Destructors ---
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#region Lesson04
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/// <summary>
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/// Creates a new instance.
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/// </summary>
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public Lesson04() {
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this.CreateParams.ClassStyle = this.CreateParams.ClassStyle | // Redraw On Size, And Own DC For Window.
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User.CS_HREDRAW | User.CS_VREDRAW | User.CS_OWNDC;
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this.SetStyle(ControlStyles.AllPaintingInWmPaint, true); // No Need To Erase Form Background
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this.SetStyle(ControlStyles.DoubleBuffer, true); // Buffer Control
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this.SetStyle(ControlStyles.Opaque, true); // No Need To Draw Form Background
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this.SetStyle(ControlStyles.ResizeRedraw, true); // Redraw On Resize
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this.SetStyle(ControlStyles.UserPaint, true); // We'll Handle Painting Ourselves
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this.Activated += new EventHandler(this.Form_Activated); // On Activate Event Call Form_Activated
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this.Closing += new CancelEventHandler(this.Form_Closing); // On Closing Event Call Form_Closing
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this.Deactivate += new EventHandler(this.Form_Deactivate); // On Deactivate Event Call Form_Deactivate
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this.KeyDown += new KeyEventHandler(this.Form_KeyDown); // On KeyDown Event Call Form_KeyDown
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this.KeyUp += new KeyEventHandler(this.Form_KeyUp); // On KeyUp Event Call Form_KeyUp
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this.Resize += new EventHandler(this.Form_Resize); // On Resize Event Call Form_Resize
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}
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#endregion Lesson04
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// --- Entry Point ---
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#region Run()
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/// <summary>
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/// The application's entry point.
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/// </summary>
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/// <param name="commandLineArguments">
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/// Any supplied command line arguments.
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/// </param>
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[STAThread]
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public static void Run() {
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// Ask The User Which Screen Mode They Prefer
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if(MessageBox.Show("Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",
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MessageBoxButtons.YesNo, MessageBoxIcon.Question) == DialogResult.No) {
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fullscreen = false; // Windowed Mode
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}
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// Create Our OpenGL Window
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if(!CreateGLWindow("NeHe's Rotation Tutorial", 640, 480, 16, fullscreen)) {
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return; // Quit If Window Was Not Created
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}
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while(!done) { // Loop That Runs While done = false
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Application.DoEvents(); // Process Events
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// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
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if((active && (form != null) && !DrawGLScene()) || keys[(int) Keys.Escape]) { // Active? Was There A Quit Received?
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done = true; // ESC Or DrawGLScene Signalled A Quit
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}
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else { // Not Time To Quit, Update Screen
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Gdi.SwapBuffers(hDC); // Swap Buffers (Double Buffering)
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}
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if(keys[(int) Keys.F1]) { // Is F1 Being Pressed?
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keys[(int) Keys.F1] = false; // If So Make Key false
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KillGLWindow(); // Kill Our Current Window
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fullscreen = !fullscreen; // Toggle Fullscreen / Windowed Mode
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// Recreate Our OpenGL Window
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if(!CreateGLWindow("NeHe's Rotation Tutorial", 640, 480, 16, fullscreen)) {
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return; // Quit If Window Was Not Created
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}
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done = false; // We're Not Done Yet
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}
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}
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// Shutdown
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KillGLWindow(); // Kill The Window
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return; // Exit The Program
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}
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#endregion Run()
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// --- Private Static Methods ---
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#region bool CreateGLWindow(string title, int width, int height, int bits, bool fullscreenflag)
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/// <summary>
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/// Creates our OpenGL Window.
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/// </summary>
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/// <param name="title">
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/// The title to appear at the top of the window.
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/// </param>
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/// <param name="width">
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/// The width of the GL window or fullscreen mode.
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/// </param>
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/// <param name="height">
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/// The height of the GL window or fullscreen mode.
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/// </param>
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/// <param name="bits">
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/// The number of bits to use for color (8/16/24/32).
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/// </param>
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/// <param name="fullscreenflag">
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/// Use fullscreen mode (<c>true</c>) or windowed mode (<c>false</c>).
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/// </param>
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/// <returns>
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/// <c>true</c> on successful window creation, otherwise <c>false</c>.
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/// </returns>
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private static bool CreateGLWindow(string title, int width, int height, int bits, bool fullscreenflag) {
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int pixelFormat; // Holds The Results After Searching For A Match
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fullscreen = fullscreenflag; // Set The Global Fullscreen Flag
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form = null; // Null The Form
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GC.Collect(); // Request A Collection
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// This Forces A Swap
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Kernel.SetProcessWorkingSetSize(Process.GetCurrentProcess().Handle, -1, -1);
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if(fullscreen) { // Attempt Fullscreen Mode?
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Gdi.DEVMODE dmScreenSettings = new Gdi.DEVMODE(); // Device Mode
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// Size Of The Devmode Structure
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dmScreenSettings.dmSize = (short) Marshal.SizeOf(dmScreenSettings);
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dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
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dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
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dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
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dmScreenSettings.dmFields = Gdi.DM_BITSPERPEL | Gdi.DM_PELSWIDTH | Gdi.DM_PELSHEIGHT;
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// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
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if(User.ChangeDisplaySettings(ref dmScreenSettings, User.CDS_FULLSCREEN) != User.DISP_CHANGE_SUCCESSFUL) {
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// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
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if(MessageBox.Show("The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?", "NeHe GL",
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MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation) == DialogResult.Yes) {
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fullscreen = false; // Windowed Mode Selected. Fullscreen = false
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}
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else {
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// Pop up A Message Box Lessing User Know The Program Is Closing.
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MessageBox.Show("Program Will Now Close.", "ERROR", MessageBoxButtons.OK, MessageBoxIcon.Stop);
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return false; // Return false
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}
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}
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}
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form = new Lesson04(); // Create The Window
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if(fullscreen) { // Are We Still In Fullscreen Mode?
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form.FormBorderStyle = FormBorderStyle.None; // No Border
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Cursor.Hide(); // Hide Mouse Pointer
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}
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else { // If Windowed
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form.FormBorderStyle = FormBorderStyle.Sizable; // Sizable
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Cursor.Show(); // Show Mouse Pointer
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}
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form.Width = width; // Set Window Width
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form.Height = height; // Set Window Height
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form.Text = title; // Set Window Title
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Gdi.PIXELFORMATDESCRIPTOR pfd = new Gdi.PIXELFORMATDESCRIPTOR(); // pfd Tells Windows How We Want Things To Be
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pfd.nSize = (short) Marshal.SizeOf(pfd); // Size Of This Pixel Format Descriptor
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pfd.nVersion = 1; // Version Number
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pfd.dwFlags = Gdi.PFD_DRAW_TO_WINDOW | // Format Must Support Window
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Gdi.PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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Gdi.PFD_DOUBLEBUFFER; // Format Must Support Double Buffering
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pfd.iPixelType = (byte) Gdi.PFD_TYPE_RGBA; // Request An RGBA Format
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pfd.cColorBits = (byte) bits; // Select Our Color Depth
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pfd.cRedBits = 0; // Color Bits Ignored
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pfd.cRedShift = 0;
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pfd.cGreenBits = 0;
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pfd.cGreenShift = 0;
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pfd.cBlueBits = 0;
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pfd.cBlueShift = 0;
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pfd.cAlphaBits = 0; // No Alpha Buffer
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pfd.cAlphaShift = 0; // Shift Bit Ignored
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pfd.cAccumBits = 0; // No Accumulation Buffer
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pfd.cAccumRedBits = 0; // Accumulation Bits Ignored
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pfd.cAccumGreenBits = 0;
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pfd.cAccumBlueBits = 0;
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pfd.cAccumAlphaBits = 0;
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pfd.cDepthBits = 16; // 16Bit Z-Buffer (Depth Buffer)
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pfd.cStencilBits = 0; // No Stencil Buffer
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pfd.cAuxBuffers = 0; // No Auxiliary Buffer
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pfd.iLayerType = (byte) Gdi.PFD_MAIN_PLANE; // Main Drawing Layer
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pfd.bReserved = 0; // Reserved
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pfd.dwLayerMask = 0; // Layer Masks Ignored
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pfd.dwVisibleMask = 0;
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pfd.dwDamageMask = 0;
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hDC = User.GetDC(form.Handle); // Attempt To Get A Device Context
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if(hDC == IntPtr.Zero) { // Did We Get A Device Context?
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KillGLWindow(); // Reset The Display
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MessageBox.Show("Can't Create A GL Device Context.", "ERROR",
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MessageBoxButtons.OK, MessageBoxIcon.Error);
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return false;
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}
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pixelFormat = Gdi.ChoosePixelFormat(hDC, ref pfd); // Attempt To Find An Appropriate Pixel Format
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if(pixelFormat == 0) { // Did Windows Find A Matching Pixel Format?
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KillGLWindow(); // Reset The Display
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MessageBox.Show("Can't Find A Suitable PixelFormat.", "ERROR",
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MessageBoxButtons.OK, MessageBoxIcon.Error);
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return false;
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}
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if(!Gdi.SetPixelFormat(hDC, pixelFormat, ref pfd)) { // Are We Able To Set The Pixel Format?
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KillGLWindow(); // Reset The Display
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MessageBox.Show("Can't Set The PixelFormat.", "ERROR",
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MessageBoxButtons.OK, MessageBoxIcon.Error);
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return false;
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}
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hRC = Wgl.wglCreateContext(hDC); // Attempt To Get The Rendering Context
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if(hRC == IntPtr.Zero) { // Are We Able To Get A Rendering Context?
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KillGLWindow(); // Reset The Display
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MessageBox.Show("Can't Create A GL Rendering Context.", "ERROR",
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MessageBoxButtons.OK, MessageBoxIcon.Error);
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return false;
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}
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if(!Wgl.wglMakeCurrent(hDC, hRC)) { // Try To Activate The Rendering Context
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KillGLWindow(); // Reset The Display
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MessageBox.Show("Can't Activate The GL Rendering Context.", "ERROR",
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MessageBoxButtons.OK, MessageBoxIcon.Error);
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return false;
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}
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form.Show(); // Show The Window
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form.TopMost = true; // Topmost Window
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form.Focus(); // Focus The Window
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if(fullscreen) { // This Shouldn't Be Necessary, But Is
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Cursor.Hide();
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}
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ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
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if(!InitGL()) { // Initialize Our Newly Created GL Window
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KillGLWindow(); // Reset The Display
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MessageBox.Show("Initialization Failed.", "ERROR",
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MessageBoxButtons.OK, MessageBoxIcon.Error);
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return false;
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}
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return true; // Success
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}
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#endregion bool CreateGLWindow(string title, int width, int height, int bits, bool fullscreenflag)
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#region bool DrawGLScene()
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/// <summary>
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/// Here's where we do all the drawing.
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/// </summary>
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/// <returns>
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/// <c>true</c> on successful drawing, otherwise <c>false</c>.
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/// </returns>
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private static bool DrawGLScene() {
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Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
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Gl.glLoadIdentity(); // Reset The Current Modelview Matrix
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Gl.glTranslatef(-1.5f, 0, -6); // Move Left 1.5 Units And Into The Screen 6.0
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Gl.glRotatef(rtri, 0, 1, 0); // Rotate The Triangle On The Y axis ( NEW )
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Gl.glBegin(Gl.GL_TRIANGLES); // Drawing Using Triangles
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Gl.glColor3f(1, 0, 0); // Set The Color To Red
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Gl.glVertex3f(0, 1, 0); // Top
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Gl.glColor3f(0, 1, 0); // Set The Color To Green
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Gl.glVertex3f(-1, -1, 0); // Bottom Left
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Gl.glColor3f(0, 0, 1); // Set The Color To Blue
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Gl.glVertex3f(1, -1, 0); // Bottom Right
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Gl.glEnd(); // Finished Drawing The Triangle
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Gl.glLoadIdentity(); // Reset The Current Modelview Matrix
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Gl.glTranslatef(1.5f, 0, -6); // Move Right 1.5 Units And Into The Screen 6.0
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Gl.glRotatef(rquad, 1, 0, 0); // Rotate The Quad On The X axis ( NEW )
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Gl.glColor3f(0.5f, 0.5f, 1); // Set The Color To Blue One Time Only
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Gl.glBegin(Gl.GL_QUADS); // Draw A Quad
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Gl.glVertex3f(-1, 1, 0); // Top Left
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Gl.glVertex3f(1, 1, 0); // Top Right
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Gl.glVertex3f(1, -1, 0); // Bottom Right
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Gl.glVertex3f(-1, -1, 0); // Bottom Left
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Gl.glEnd(); // Done Drawing The Quad
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rtri += 0.2f; // Increase The Rotation Variable For The Triangle ( NEW )
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rquad -= 0.15f; // Decrease The Rotation Variable For The Quad ( NEW )
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return true;
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}
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#endregion bool DrawGLScene()
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#region bool InitGL()
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/// <summary>
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/// All setup for OpenGL goes here.
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/// </summary>
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/// <returns>
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/// <c>true</c> on successful initialization, otherwise <c>false</c>.
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/// </returns>
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private static bool InitGL() {
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Gl.glShadeModel(Gl.GL_SMOOTH); // Enable Smooth Shading
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Gl.glClearColor(0, 0, 0, 0.5f); // Black Background
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Gl.glClearDepth(1); // Depth Buffer Setup
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Gl.glEnable(Gl.GL_DEPTH_TEST); // Enables Depth Testing
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Gl.glDepthFunc(Gl.GL_LEQUAL); // The Type Of Depth Testing To Do
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Gl.glHint(Gl.GL_PERSPECTIVE_CORRECTION_HINT, Gl.GL_NICEST); // Really Nice Perspective Calculations
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return true;
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}
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#endregion bool InitGL()
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#region KillGLWindow()
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/// <summary>
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/// Properly kill the window.
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/// </summary>
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private static void KillGLWindow() {
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if(fullscreen) { // Are We In Fullscreen Mode?
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User.ChangeDisplaySettings(IntPtr.Zero, 0); // If So, Switch Back To The Desktop
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Cursor.Show(); // Show Mouse Pointer
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}
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if(hRC != IntPtr.Zero) { // Do We Have A Rendering Context?
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if(!Wgl.wglMakeCurrent(IntPtr.Zero, IntPtr.Zero)) { // Are We Able To Release The DC and RC Contexts?
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MessageBox.Show("Release Of DC And RC Failed.", "SHUTDOWN ERROR",
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MessageBoxButtons.OK, MessageBoxIcon.Error);
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}
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if(!Wgl.wglDeleteContext(hRC)) { // Are We Able To Delete The RC?
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MessageBox.Show("Release Rendering Context Failed.", "SHUTDOWN ERROR",
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MessageBoxButtons.OK, MessageBoxIcon.Error);
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}
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hRC = IntPtr.Zero; // Set RC To Null
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}
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if(hDC != IntPtr.Zero) { // Do We Have A Device Context?
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if(form != null && !form.IsDisposed) { // Do We Have A Window?
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if(form.Handle != IntPtr.Zero) { // Do We Have A Window Handle?
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if(!User.ReleaseDC(form.Handle, hDC)) { // Are We Able To Release The DC?
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MessageBox.Show("Release Device Context Failed.", "SHUTDOWN ERROR",
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MessageBoxButtons.OK, MessageBoxIcon.Error);
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}
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}
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}
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hDC = IntPtr.Zero; // Set DC To Null
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}
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if(form != null) { // Do We Have A Windows Form?
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form.Hide(); // Hide The Window
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form.Close(); // Close The Form
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form = null; // Set form To Null
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}
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}
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#endregion KillGLWindow()
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#region ReSizeGLScene(int width, int height)
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/// <summary>
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/// Resizes and initializes the GL window.
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/// </summary>
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/// <param name="width">
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/// The new window width.
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/// </param>
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/// <param name="height">
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/// The new window height.
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/// </param>
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private static void ReSizeGLScene(int width, int height) {
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if(height == 0) { // Prevent A Divide By Zero...
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height = 1; // By Making Height Equal To One
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}
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Gl.glViewport(0, 0, width, height); // Reset The Current Viewport
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Gl.glMatrixMode(Gl.GL_PROJECTION); // Select The Projection Matrix
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Gl.glLoadIdentity(); // Reset The Projection Matrix
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Glu.gluPerspective(45, width / (double) height, 0.1, 100); // Calculate The Aspect Ratio Of The Window
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Gl.glMatrixMode(Gl.GL_MODELVIEW); // Select The Modelview Matrix
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Gl.glLoadIdentity(); // Reset The Modelview Matrix
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}
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|
#endregion ReSizeGLScene(int width, int height)
|
|
|
|
// --- Private Instance Event Handlers ---
|
|
#region Form_Activated
|
|
/// <summary>
|
|
/// Handles the form's activated event.
|
|
/// </summary>
|
|
/// <param name="sender">
|
|
/// The event sender.
|
|
/// </param>
|
|
/// <param name="e">
|
|
/// The event arguments.
|
|
/// </param>
|
|
private void Form_Activated(object sender, EventArgs e) {
|
|
active = true; // Program Is Active
|
|
}
|
|
#endregion Form_Activated
|
|
|
|
#region Form_Closing(object sender, CancelEventArgs e)
|
|
/// <summary>
|
|
/// Handles the form's closing event.
|
|
/// </summary>
|
|
/// <param name="sender">
|
|
/// The event sender.
|
|
/// </param>
|
|
/// <param name="e">
|
|
/// The event arguments.
|
|
/// </param>
|
|
private void Form_Closing(object sender, CancelEventArgs e) {
|
|
done = true; // Send A Quit Message
|
|
}
|
|
#endregion Form_Closing(object sender, CancelEventArgs e)
|
|
|
|
#region Form_Deactivate(object sender, EventArgs e)
|
|
/// <summary>
|
|
/// Handles the form's deactivate event.
|
|
/// </summary>
|
|
/// <param name="sender">
|
|
/// The event sender.
|
|
/// </param>
|
|
/// <param name="e">
|
|
/// The event arguments.
|
|
/// </param>
|
|
private void Form_Deactivate(object sender, EventArgs e) {
|
|
active = false; // Program Is No Longer Active
|
|
}
|
|
#endregion Form_Deactivate(object sender, EventArgs e)
|
|
|
|
#region Form_KeyDown(object sender, KeyEventArgs e)
|
|
/// <summary>
|
|
/// Handles the form's key down event.
|
|
/// </summary>
|
|
/// <param name="sender">
|
|
/// The event sender.
|
|
/// </param>
|
|
/// <param name="e">
|
|
/// The event arguments.
|
|
/// </param>
|
|
private void Form_KeyDown(object sender, KeyEventArgs e) {
|
|
keys[e.KeyValue] = true; // Key Has Been Pressed, Mark It As true
|
|
}
|
|
#endregion Form_KeyDown(object sender, KeyEventArgs e)
|
|
|
|
#region Form_KeyUp(object sender, KeyEventArgs e)
|
|
/// <summary>
|
|
/// Handles the form's key down event.
|
|
/// </summary>
|
|
/// <param name="sender">
|
|
/// The event sender.
|
|
/// </param>
|
|
/// <param name="e">
|
|
/// The event arguments.
|
|
/// </param>
|
|
private void Form_KeyUp(object sender, KeyEventArgs e) {
|
|
keys[e.KeyValue] = false; // Key Has Been Released, Mark It As false
|
|
}
|
|
#endregion Form_KeyUp(object sender, KeyEventArgs e)
|
|
|
|
#region Form_Resize(object sender, EventArgs e)
|
|
/// <summary>
|
|
/// Handles the form's resize event.
|
|
/// </summary>
|
|
/// <param name="sender">
|
|
/// The event sender.
|
|
/// </param>
|
|
/// <param name="e">
|
|
/// The event arguments.
|
|
/// </param>
|
|
private void Form_Resize(object sender, EventArgs e) {
|
|
ReSizeGLScene(form.Width, form.Height); // Resize The OpenGL Window
|
|
}
|
|
#endregion Form_Resize(object sender, EventArgs e)
|
|
}
|
|
}
|