MoonWorks/src/Window/OSWindow.cs

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using System;
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using SDL2;
namespace MoonWorks.Window
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{
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public class OSWindow : IDisposable
{
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internal IntPtr Handle { get; }
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public ScreenMode ScreenMode { get; }
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private bool IsDisposed;
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public OSWindow(WindowCreateInfo windowCreateInfo)
{
var windowFlags = SDL.SDL_WindowFlags.SDL_WINDOW_VULKAN;
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if (windowCreateInfo.ScreenMode == ScreenMode.Fullscreen)
{
windowFlags |= SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN;
}
else if (windowCreateInfo.ScreenMode == ScreenMode.BorderlessWindow)
{
windowFlags |= SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP;
}
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ScreenMode = windowCreateInfo.ScreenMode;
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Handle = SDL.SDL_CreateWindow(
windowCreateInfo.WindowTitle,
SDL.SDL_WINDOWPOS_UNDEFINED,
SDL.SDL_WINDOWPOS_UNDEFINED,
(int) windowCreateInfo.WindowWidth,
(int) windowCreateInfo.WindowHeight,
windowFlags
);
}
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public void ChangeScreenMode(ScreenMode screenMode)
{
SDL.SDL_WindowFlags windowFlag = 0;
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if (screenMode == ScreenMode.Fullscreen)
{
windowFlag = SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN;
}
else if (screenMode == ScreenMode.BorderlessWindow)
{
windowFlag = SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP;
}
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SDL.SDL_SetWindowFullscreen(Handle, (uint) windowFlag);
}
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/// <summary>
/// Resizes the window.
/// Note that you are responsible for recreating any graphics resources that need to change as a result of the size change.
/// </summary>
/// <param name="width"></param>
/// <param name="height"></param>
public void SetWindowSize(uint width, uint height)
{
SDL.SDL_SetWindowSize(Handle, (int) width, (int) height);
}
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protected virtual void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (disposing)
{
// dispose managed state (managed objects)
}
SDL.SDL_DestroyWindow(Handle);
IsDisposed = true;
}
}
~OSWindow()
{
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// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: false);
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}
public void Dispose()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
}
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}