using System;
using System.Collections.Generic;
using MoonWorks.Graphics;
using SDL2;
namespace MoonWorks
{
///
/// Represents a window in the client operating system.
/// Every Game has a MainWindow automatically.
/// You can create dditional Windows if you desire. They must be Claimed by the GraphicsDevice to be rendered to.
///
public class Window : IDisposable
{
internal IntPtr Handle { get; }
public ScreenMode ScreenMode { get; private set; }
public uint Width { get; private set; }
public uint Height { get; private set; }
internal Texture SwapchainTexture { get; set; } = null;
public bool Claimed { get; internal set; }
public MoonWorks.Graphics.TextureFormat SwapchainFormat { get; internal set; }
private bool IsDisposed;
private static Dictionary idLookup = new Dictionary();
private System.Action SizeChangeCallback = null;
public Window(WindowCreateInfo windowCreateInfo, SDL.SDL_WindowFlags flags)
{
if (windowCreateInfo.ScreenMode == ScreenMode.Fullscreen)
{
flags |= SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN;
}
else if (windowCreateInfo.ScreenMode == ScreenMode.BorderlessFullscreen)
{
flags |= SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP;
}
if (windowCreateInfo.SystemResizable)
{
flags |= SDL.SDL_WindowFlags.SDL_WINDOW_RESIZABLE;
}
if (windowCreateInfo.StartMaximized)
{
flags |= SDL.SDL_WindowFlags.SDL_WINDOW_MAXIMIZED;
}
ScreenMode = windowCreateInfo.ScreenMode;
SDL.SDL_GetDesktopDisplayMode(0, out var displayMode);
Handle = SDL.SDL_CreateWindow(
windowCreateInfo.WindowTitle,
SDL.SDL_WINDOWPOS_CENTERED,
SDL.SDL_WINDOWPOS_CENTERED,
windowCreateInfo.ScreenMode == ScreenMode.Windowed ? (int) windowCreateInfo.WindowWidth : displayMode.w,
windowCreateInfo.ScreenMode == ScreenMode.Windowed ? (int) windowCreateInfo.WindowHeight : displayMode.h,
flags
);
/* Requested size might be different in fullscreen, so let's just get the area */
SDL.SDL_GetWindowSize(Handle, out var width, out var height);
Width = (uint) width;
Height = (uint) height;
idLookup.Add(SDL.SDL_GetWindowID(Handle), this);
}
public void SetScreenMode(ScreenMode screenMode)
{
SDL.SDL_WindowFlags windowFlag = 0;
if (screenMode == ScreenMode.Fullscreen)
{
windowFlag = SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN;
}
else if (screenMode == ScreenMode.BorderlessFullscreen)
{
windowFlag = SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP;
}
SDL.SDL_SetWindowFullscreen(Handle, (uint) windowFlag);
if (screenMode == ScreenMode.Windowed)
{
SDL.SDL_SetWindowPosition(Handle, SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED);
}
ScreenMode = screenMode;
}
///
/// Resizes the window.
/// Note that you are responsible for recreating any graphics resources that need to change as a result of the size change.
///
///
///
public void SetWindowSize(uint width, uint height)
{
SDL.SDL_SetWindowSize(Handle, (int) width, (int) height);
Width = width;
Height = height;
if (ScreenMode == ScreenMode.Windowed)
{
SDL.SDL_SetWindowPosition(Handle, SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED);
}
}
internal static Window Lookup(uint windowID)
{
return idLookup.ContainsKey(windowID) ? idLookup[windowID] : null;
}
internal void Show()
{
SDL.SDL_ShowWindow(Handle);
}
internal void HandleSizeChange(uint width, uint height)
{
Width = width;
Height = height;
if (SizeChangeCallback != null)
{
SizeChangeCallback(width, height);
}
}
public void RegisterSizeChangeCallback(System.Action sizeChangeCallback)
{
SizeChangeCallback = sizeChangeCallback;
}
protected virtual void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (disposing)
{
// dispose managed state (managed objects)
}
idLookup.Remove(SDL.SDL_GetWindowID(Handle));
SDL.SDL_DestroyWindow(Handle);
IsDisposed = true;
}
}
~Window()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: false);
}
public void Dispose()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
}
}