Add new demo application template.
This commit is contained in:
parent
2bcac4a83e
commit
d65bb8ad0a
@ -1,6 +1,5 @@
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using System;
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using System.IO;
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using static StbTrueTypeSharp.StbTrueType;
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using Quik.Media.Color;
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namespace Quik.Media.Stb
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@ -1,189 +0,0 @@
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using System;
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using System.IO;
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using System.Reflection;
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using Quik.OpenGL;
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using Quik.VertexGenerator;
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using Matrix4 = OpenTK.Mathematics.Matrix4;
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using static Quik.OpenGL.GLEnum;
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namespace Quik.OpenTK
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{
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public class GL30Driver : IDisposable
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{
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public GL30Driver()
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{
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Assembly asm = typeof(GL30Driver).Assembly;
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using (StreamReader vert = new StreamReader(asm.GetManifestResourceStream("Quik.OpenTK.glsl.glsl130.vert")))
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using (StreamReader frag = new StreamReader(asm.GetManifestResourceStream("Quik.OpenTK.glsl.glsl130.frag")))
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{
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int vs;
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int fs;
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vs = GL.CreateShader(GL_VERTEX_SHADER);
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fs = GL.CreateShader(GL_FRAGMENT_SHADER);
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_sp = GL.CreateProgram();
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GL.ShaderSource(vs, vert.ReadToEnd());
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GL.ShaderSource(fs, frag.ReadToEnd());
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GL.CompileShader(vs);
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GL.CompileShader(fs);
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#if DEBUG
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int status;
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GL.GetShader(vs, GL_COMPILE_STATUS, out status);
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if (status == 0)
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{
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throw new Exception(GL.GetShaderInfoLog(vs));
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}
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GL.GetShader(fs, GL_COMPILE_STATUS, out status);
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if (status == 0)
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{
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throw new Exception(GL.GetShaderInfoLog(fs));
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}
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#endif
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GL.AttachShader(_sp, vs);
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GL.AttachShader(_sp, fs);
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GL.LinkProgram(_sp);
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#if DEBUG
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GL.GetProgram(_sp, GL_LINK_STATUS, out status);
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if (status == 0)
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{
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throw new Exception(GL.GetProgramInfoLog(_sp));
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}
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#endif
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GL.DetachShader(_sp, vs);
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GL.DetachShader(_sp, fs);
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GL.DeleteShader(vs);
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GL.DeleteShader(fs);
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}
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LoadUniform(_nameM4View, out _locM4View);
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LoadUniform(_nameM4Model, out _locM4Model);
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LoadUniform(_nameIFlags, out _locIFlags);
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LoadUniform(_nameFSdfThreshold, out _locFSdfThreshold);
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LoadUniform(_nameFSdfAuxilliaryThreshold, out _locFSdfAuxilliaryThreshold);
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LoadUniform(_nameV4SdfAuxilliaryColor, out _locV4SdfAuxilliaryColor);
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LoadUniform(_nameX2Texture, out _locX2Texture);
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LoadUniform(_nameV2TextureOffset, out _locV2TextureOffset);
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LoadAttribute(_nameV2Postion, out _locV2Position);
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LoadAttribute(_nameV2Texture, out _locV2Texture);
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LoadAttribute(_nameV4Color, out _locV4Color);
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void LoadUniform(string name, out int location)
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{
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location = GL.GetUniformLocation(_sp, name);
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}
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void LoadAttribute(string name, out int location)
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{
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location = GL.GetAttribLocation(_sp, name);
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}
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_vbo = GL.GenBuffer();
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_ebo = GL.GenBuffer();
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_vao = GL.GenVertexArray();
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}
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private readonly int _sp;
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private readonly int _vao;
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private readonly int _vbo;
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private readonly int _ebo;
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private const string _nameM4View = "m4View";
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private readonly int _locM4View;
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private const string _nameM4Model = "m4Model";
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private readonly int _locM4Model;
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private const string _nameV2Postion = "v2Position";
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private readonly int _locV2Position;
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private const string _nameV2Texture = "v2Texture";
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private readonly int _locV2Texture;
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private const string _nameV4Color = "v4Color";
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private readonly int _locV4Color;
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private const string _nameIFlags = "iFlags";
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private readonly int _locIFlags;
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private const string _nameFSdfThreshold = "fSdfThreshold";
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private readonly int _locFSdfThreshold;
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private const string _nameFSdfAuxilliaryThreshold = "fSdfAuxilliaryThreshold";
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private readonly int _locFSdfAuxilliaryThreshold;
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private const string _nameV4SdfAuxilliaryColor = "v4SdfAuxilliaryColor";
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private readonly int _locV4SdfAuxilliaryColor;
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private const string _nameX2Texture = "x2Texture";
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private readonly int _locX2Texture;
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private const string _nameV2TextureOffset = "v2TextureOffset";
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private readonly int _locV2TextureOffset;
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[Flags]
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private enum Flags : int
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{
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Texture = 1 << 0,
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DiscardEnable = 1 << 1,
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Sdf = 1 << 2,
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SdfAuxEnable = 1 << 3,
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}
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public void Draw(DrawQueue queue)
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{
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GL.UseProgram(_sp);
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GL.BindVertexArray(_vao);
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GL.BindBuffer(GL_ARRAY_BUFFER, _vbo);
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GL.BufferData(GL_ARRAY_BUFFER, queue.VertexCount * QuikVertex.Stride, queue.VertexArray, GL_STREAM_DRAW);
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GL.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ebo);
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GL.BufferData(GL_ELEMENT_ARRAY_BUFFER, queue.ElementCount * sizeof(int), queue.ElementArray, GL_STREAM_DRAW);
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GL.VertexAttribPointer(_locV2Position, 2, GL_FLOAT, false, QuikVertex.Stride, QuikVertex.PositionOffset);
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GL.VertexAttribPointer(_locV2Texture, 2, GL_FLOAT, false, QuikVertex.Stride, QuikVertex.TextureCoordinatesOffset);
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GL.VertexAttribPointer(_locV4Color, 4, GL_UNSIGNED_BYTE, false, QuikVertex.Stride, QuikVertex.ColorOffset);
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GL.EnableVertexAttribArray(_locV2Position);
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GL.EnableVertexAttribArray(_locV2Texture);
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GL.EnableVertexAttribArray(_locV4Color);
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GL.Enable(GL_BLEND);
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GL.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Matrix4 m = Matrix4.Identity;
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GL.UniformMatrix4(_locM4Model, false, ref m.Row0.X);
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foreach (DrawCall call in queue)
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{
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GL.BindTexture(GL_TEXTURE_2D, 0);
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m = Matrix4.CreateOrthographicOffCenter(0, call.Bounds.Right, 0, call.Bounds.Top, 1.0f, -1.0f);
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GL.UniformMatrix4(_locM4View, false, ref m.Row0.X);
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GL.DrawElements(GL_TRIANGLES, call.Count, GL_UNSIGNED_INT, call.Start);
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}
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}
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private bool _isDisposed = false;
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private void Dispose(bool disposing)
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{
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if (_isDisposed) return;
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if (disposing)
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{
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GL.DeleteProgram(_sp);
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}
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else
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{
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throw new Exception("OpenGL resource is leaked. Dispose unreferenced OpenGL objects in the context thread.");
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}
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_isDisposed = true;
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}
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public void Dispose() => Dispose(true);
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~GL30Driver()
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{
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Dispose(false);
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}
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}
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}
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59
Quik.OpenTK/OpenTKPlatform.cs
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59
Quik.OpenTK/OpenTKPlatform.cs
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using System;
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using System.Collections.Generic;
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using OpenTK.Windowing.Desktop;
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using OpenTK.Windowing.GraphicsLibraryFramework;
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using Quik.Media;
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using Quik.OpenGL;
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using Quik.PAL;
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namespace Quik.OpenTK
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{
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public class OpenTKPlatform : IQuikPlatform
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{
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private readonly List<OpenTKPort> _ports = new List<OpenTKPort>();
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// These shall remain a sad nop for now.
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public string Title { get; set; }
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public QImage Icon { get; set; }
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public event EventHandler EventRaised;
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public NativeWindowSettings DefaultSettings { get; set; } = NativeWindowSettings.Default;
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public IReadOnlyList<OpenTKPort> Ports => _ports;
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private bool IsGLInitialized = false;
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public IQuikPort CreatePort()
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{
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NativeWindow window = new NativeWindow(DefaultSettings);
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OpenTKPort port = new OpenTKPort(window);
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_ports.Add(port);
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if (!IsGLInitialized)
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{
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window.Context.MakeCurrent();
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GL.LoadBindings((string proc) => GLFW.GetProcAddress(proc));
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IsGLInitialized = true;
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}
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return port;
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}
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public void Dispose()
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{
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// FIXME: dispose pattern here!
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// Copy the array to prevent collection modification exceptions.
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foreach (OpenTKPort port in _ports.ToArray())
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{
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port.Dispose();
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}
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}
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public void ProcessEvents(bool block)
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{
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NativeWindow.ProcessWindowEvents(block);
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}
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}
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}
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105
Quik.OpenTK/OpenTKPort.cs
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105
Quik.OpenTK/OpenTKPort.cs
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using System;
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using OpenTK.Mathematics;
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using OpenTK.Windowing.Desktop;
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using Quik.OpenGL;
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using Quik.CommandMachine;
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using Quik.PAL;
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using Quik.VertexGenerator;
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namespace Quik.OpenTK
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{
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public class OpenTKPort : IQuikPort
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{
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private readonly NativeWindow _window;
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private readonly GL21Driver _glDriver;
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private readonly VertexGeneratorEngine _vertexEngine;
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public string Title
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{
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get => _window.Title;
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set => _window.Title = value;
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}
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public QVec2 Size
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{
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get
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{
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Vector2i size = _window.ClientSize;
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return new QVec2(size.X, size.Y);
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}
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set
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{
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// OpenTK being OpenTK as usual, you can't set the client size.
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Vector2i extents = _window.Size - _window.ClientSize;
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Vector2i size = extents + new Vector2i((int)value.X, (int)value.Y);
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_window.Size = size;
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}
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}
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public QVec2 Position
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{
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get
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{
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Vector2i location = _window.Location;
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return new QVec2(location.X, location.Y);
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}
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set
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{
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Vector2i location = new Vector2i((int)value.X, (int)value.Y);
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_window.Location = location;
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}
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}
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public bool IsValid => !isDisposed;
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public event EventHandler EventRaised;
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public OpenTKPort(NativeWindow window)
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{
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_window = window;
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_glDriver = new GL21Driver();
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_vertexEngine = new VertexGeneratorEngine();
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}
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public void Focus()
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{
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_window.Focus();
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}
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public void Paint(CommandQueue queue)
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{
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QRectangle view = new QRectangle(Size, new QVec2(0, 0));
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_vertexEngine.Reset();
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_vertexEngine.ProcessCommands(new QRectangle(), queue);
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_window.Context.MakeCurrent();
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if (!_glDriver.IsInit)
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_glDriver.Init();
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_glDriver.Draw(_vertexEngine.DrawQueue, view);
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_window.Context.SwapBuffers();
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}
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public void Show(bool shown = true)
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{
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_window.IsVisible = shown;
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}
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private bool isDisposed;
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private void Dispose(bool disposing)
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{
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if (isDisposed) return;
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if (disposing)
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{
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_window?.Dispose();
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GC.SuppressFinalize(this);
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}
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isDisposed = true;
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}
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public void Dispose() => Dispose(true);
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}
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}
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@ -1,61 +0,0 @@
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#version 130
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#define F_TEXTURE (1 << 0)
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#define F_DISCARD_EN (1 << 1)
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#define F_SDF (1 << 2)
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#define F_SDF_AUX_EN (1 << 3)
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uniform int iFlags;
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uniform float fSdfThreshold;
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uniform float fSdfAuxilliaryThreshold;
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uniform vec4 v4SdfAuxilliaryColor;
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uniform sampler2D x2Texture;
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uniform vec2 v2TextureOffset;
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in vec2 fv2Texture;
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out vec4 fv4Color;
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vec4 v4Color()
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{
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vec4 color = fv4Color;
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if ((iFlags & F_TEXTURE) != 0)
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{
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if ((iFlags & F_SDF) != 0)
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{
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float a = texture(x2Texture, fv2Texture + v2TextureOffset).a;
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if ((iFlags & F_SDF_AUX_EN) != 0)
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{
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color =
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(a > fSdfThreshold)
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? color
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: (a > fSdfAuxilliaryThreshold)
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? v4SdfAuxilliaryColor
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: vec4(0, 0, 0, 0);
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}
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else if (a < fSdfThreshold)
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{
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color = vec4(0, 0, 0, 0);
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}
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}
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else
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{
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color *= texture(x2Texture, fv2Texture + v2TextureOffset);
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}
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}
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return color;
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}
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void main()
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{
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vec4 color = v4Color();
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if ((iFlags & F_DISCARD_EN) != 0 && color.a <= 0)
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{
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discard;
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}
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fv4Color = color;
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}
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@ -1,19 +0,0 @@
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#version 130
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uniform mat4 m4View;
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uniform mat4 m4Model;
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in vec2 v2Position;
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in vec2 v2Texture;
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in vec4 v4Color;
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out vec2 fv2Texture;
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out vec4 fv4Color;
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void main()
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{
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fv4Color = v4Color;
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fv2Texture = v2Texture;
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gl_Position = m4View * m4Model * vec4(v2Position.xy, 1, 1);
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}
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15
Quik.sln
15
Quik.sln
@ -15,6 +15,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{AE05ADE5
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Quik.Stb.Tests", "tests\Quik.Stb.Tests\Quik.Stb.Tests.csproj", "{BC7D3002-B79B-4141-B6CC-74FB2175B474}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "QuikDemo", "tests\QuikDemo\QuikDemo.csproj", "{79CBF97F-4884-4692-94FB-75DDEB61E26F}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@ -97,8 +99,21 @@ Global
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{BC7D3002-B79B-4141-B6CC-74FB2175B474}.Release|x64.Build.0 = Release|Any CPU
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{BC7D3002-B79B-4141-B6CC-74FB2175B474}.Release|x86.ActiveCfg = Release|Any CPU
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{BC7D3002-B79B-4141-B6CC-74FB2175B474}.Release|x86.Build.0 = Release|Any CPU
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{79CBF97F-4884-4692-94FB-75DDEB61E26F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{79CBF97F-4884-4692-94FB-75DDEB61E26F}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{79CBF97F-4884-4692-94FB-75DDEB61E26F}.Debug|x64.ActiveCfg = Debug|Any CPU
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{79CBF97F-4884-4692-94FB-75DDEB61E26F}.Debug|x64.Build.0 = Debug|Any CPU
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{79CBF97F-4884-4692-94FB-75DDEB61E26F}.Debug|x86.ActiveCfg = Debug|Any CPU
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{79CBF97F-4884-4692-94FB-75DDEB61E26F}.Debug|x86.Build.0 = Debug|Any CPU
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{79CBF97F-4884-4692-94FB-75DDEB61E26F}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{79CBF97F-4884-4692-94FB-75DDEB61E26F}.Release|Any CPU.Build.0 = Release|Any CPU
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{79CBF97F-4884-4692-94FB-75DDEB61E26F}.Release|x64.ActiveCfg = Release|Any CPU
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{79CBF97F-4884-4692-94FB-75DDEB61E26F}.Release|x64.Build.0 = Release|Any CPU
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{79CBF97F-4884-4692-94FB-75DDEB61E26F}.Release|x86.ActiveCfg = Release|Any CPU
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{79CBF97F-4884-4692-94FB-75DDEB61E26F}.Release|x86.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(NestedProjects) = preSolution
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{BC7D3002-B79B-4141-B6CC-74FB2175B474} = {AE05ADE5-A809-479F-97D5-BEAFE7604285}
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{79CBF97F-4884-4692-94FB-75DDEB61E26F} = {AE05ADE5-A809-479F-97D5-BEAFE7604285}
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EndGlobalSection
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EndGlobal
|
||||
|
@ -80,9 +80,10 @@ namespace Quik.OpenGL
|
||||
{
|
||||
AssertInit();
|
||||
|
||||
if (data.TryGetValue(queue, out DrawData draw))
|
||||
if (!data.TryGetValue(queue, out DrawData draw))
|
||||
{
|
||||
draw = new DrawData(this, queue);
|
||||
data.Add(queue, draw);
|
||||
}
|
||||
|
||||
// This already binds the vertex array for me.
|
||||
@ -206,12 +207,18 @@ namespace Quik.OpenGL
|
||||
|
||||
GL.DeleteProgram(program);
|
||||
|
||||
foreach (DrawData datum in data.Values)
|
||||
{
|
||||
datum.Dispose();
|
||||
}
|
||||
|
||||
isDiposed = true;
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
|
||||
public void Dispose() => Dispose(true);
|
||||
|
||||
private struct DrawData : IDisposable
|
||||
private class DrawData : IDisposable
|
||||
{
|
||||
public DrawQueue Queue { get; }
|
||||
public int VertexArray { get; }
|
||||
@ -240,6 +247,9 @@ namespace Quik.OpenGL
|
||||
vbo = Swap(ref vbo1, ref vbo2);
|
||||
ebo = Swap(ref ebo1, ref ebo2);
|
||||
|
||||
if (Queue.VertexCount == 0 || Queue.ElementCount == 0)
|
||||
return;
|
||||
|
||||
GL.BindVertexArray(VertexArray);
|
||||
GL.BindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
GL.BufferData(GL_ARRAY_BUFFER, QuikVertex.Stride * Queue.VertexCount, Queue.VertexArray, GL_STREAM_DRAW);
|
||||
|
38
Quik/PAL/IQuikHost.cs
Normal file
38
Quik/PAL/IQuikHost.cs
Normal file
@ -0,0 +1,38 @@
|
||||
using System;
|
||||
using Quik.Media;
|
||||
|
||||
namespace Quik.PAL
|
||||
{
|
||||
/// <summary>
|
||||
/// The primary primary platform abstraction interface for Quik hosts.
|
||||
/// </summary>
|
||||
public interface IQuikPlatform : IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// The title of the application.
|
||||
/// </summary>
|
||||
string Title { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The default icon for the application.
|
||||
/// </summary>
|
||||
QImage Icon { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The event raised when an event is received.
|
||||
/// </summary>
|
||||
event EventHandler EventRaised;
|
||||
|
||||
/// <summary>
|
||||
/// Create a window.
|
||||
/// </summary>
|
||||
/// <returns>The window instance.</returns>
|
||||
IQuikPort CreatePort();
|
||||
|
||||
/// <summary>
|
||||
/// Raise the events that have been enqueued.
|
||||
/// </summary>
|
||||
/// <param name="block">True to block until a new event arrives.</param>
|
||||
void ProcessEvents(bool block);
|
||||
}
|
||||
}
|
49
Quik/PAL/IQuikPort.cs
Normal file
49
Quik/PAL/IQuikPort.cs
Normal file
@ -0,0 +1,49 @@
|
||||
using System;
|
||||
using Quik.CommandMachine;
|
||||
|
||||
namespace Quik.PAL
|
||||
{
|
||||
/// <summary>
|
||||
/// An abstraction over the a window or a rendering context.
|
||||
/// </summary>
|
||||
public interface IQuikPort : IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// Title of the window, if applicable.
|
||||
/// </summary>
|
||||
string Title { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Size of the window.
|
||||
/// </summary>
|
||||
QVec2 Size { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Position of the window in the coordinate system.
|
||||
/// </summary>
|
||||
QVec2 Position { get; set; }
|
||||
bool IsValid { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Called when an event for this port is raised.
|
||||
/// </summary>
|
||||
event EventHandler EventRaised;
|
||||
|
||||
/// <summary>
|
||||
/// Focus the window, bringing it to the front.
|
||||
/// </summary>
|
||||
void Focus();
|
||||
|
||||
/// <summary>
|
||||
/// Show or hide the window.
|
||||
/// </summary>
|
||||
/// <param name="shown">True to show the window, false to hide.</param>
|
||||
void Show(bool shown = true);
|
||||
|
||||
/// <summary>
|
||||
/// Paint the given command queue onto the port.
|
||||
/// </summary>
|
||||
/// <param name="queue">The command queue to paint.</param>
|
||||
void Paint(CommandQueue queue);
|
||||
}
|
||||
}
|
@ -7,4 +7,8 @@
|
||||
<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="res/**" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
|
@ -1,10 +1,70 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Quik.CommandMachine;
|
||||
using Quik.Controls;
|
||||
using Quik.Media;
|
||||
using Quik.PAL;
|
||||
|
||||
namespace Quik
|
||||
{
|
||||
/// <summary>
|
||||
/// Main class for Quik applications.
|
||||
/// </summary>
|
||||
public class QuikApplication
|
||||
{
|
||||
/// <summary>
|
||||
/// The application platform driver.
|
||||
/// </summary>
|
||||
public IQuikPlatform Platform { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Title of the application.
|
||||
/// </summary>
|
||||
public string Title
|
||||
{
|
||||
get => Platform.Title;
|
||||
set => Platform.Title = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Application icon.
|
||||
/// </summary>
|
||||
public QImage Icon
|
||||
{
|
||||
get => Platform.Icon;
|
||||
set => Platform.Icon = value;
|
||||
}
|
||||
|
||||
public View MainView { get; private set; } = null;
|
||||
|
||||
/// <summary>
|
||||
/// List of media loaders, drivers that load media such as images and fonts.
|
||||
/// </summary>
|
||||
public List<MediaLoader> MediaLoaders { get; } = new List<MediaLoader>();
|
||||
|
||||
public QuikApplication(IQuikPlatform platform)
|
||||
{
|
||||
Platform = platform;
|
||||
}
|
||||
|
||||
public void Run(View mainView)
|
||||
{
|
||||
IQuikPort port = Platform.CreatePort();
|
||||
CommandQueue cmd = new CommandQueue();
|
||||
|
||||
MainView = mainView;
|
||||
|
||||
port.EventRaised += (sender, ea) => mainView.NotifyEvent(sender, ea);
|
||||
|
||||
while (port.IsValid)
|
||||
{
|
||||
Platform.ProcessEvents(false);
|
||||
if (port.IsValid)
|
||||
{
|
||||
MainView.Paint(cmd);
|
||||
port.Paint(cmd);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
15
tests/QuikDemo/Program.cs
Normal file
15
tests/QuikDemo/Program.cs
Normal file
@ -0,0 +1,15 @@
|
||||
using Quik;
|
||||
using Quik.OpenTK;
|
||||
|
||||
namespace QuikDemo
|
||||
{
|
||||
public static class Program
|
||||
{
|
||||
public static readonly QuikApplication Application = new QuikApplication(new OpenTKPlatform());
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
Application.Run(new Quik.Controls.View());
|
||||
}
|
||||
}
|
||||
}
|
16
tests/QuikDemo/QuikDemo.csproj
Normal file
16
tests/QuikDemo/QuikDemo.csproj
Normal file
@ -0,0 +1,16 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\Quik\Quik.csproj" />
|
||||
<ProjectReference Include="..\..\Quik.Media.Stb\Quik.Media.Stb.csproj" />
|
||||
<ProjectReference Include="..\..\Quik.OpenTK\Quik.OpenTK.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<ImplicitUsings>disable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
</Project>
|
Loading…
Reference in New Issue
Block a user