Root/
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 | #region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2016 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ #endregion #region Using Statements using System; using Microsoft.Xna.Framework.Graphics; #endregion namespace Microsoft.Xna.Framework { public class GraphicsDeviceManager : IGraphicsDeviceService, IDisposable, IGraphicsDeviceManager { #region Public Properties public GraphicsProfile GraphicsProfile { get ; set ; } public GraphicsDevice GraphicsDevice { get { /* FIXME: If you call this before Game.Initialize(), you can * actually get a device in XNA4. But, even in XNA4, Game.Run * is what calls CreateDevice! So is this check accurate? * -flibit */ if (graphicsDevice == null ) { ((IGraphicsDeviceManager) this ).CreateDevice(); } return graphicsDevice; } } public bool IsFullScreen { get ; set ; } public bool PreferMultiSampling { get ; set ; } public SurfaceFormat PreferredBackBufferFormat { get ; set ; } public int PreferredBackBufferHeight { get ; set ; } public int PreferredBackBufferWidth { get ; set ; } public DepthFormat PreferredDepthStencilFormat { get ; set ; } public bool SynchronizeWithVerticalRetrace { get ; set ; } public DisplayOrientation SupportedOrientations { get { return supportedOrientations; } set { supportedOrientations = value; if (game.Window != null ) { game.Window.SetSupportedOrientations(supportedOrientations); } } } #endregion #region Private Variables private Game game; private GraphicsDevice graphicsDevice; private DisplayOrientation supportedOrientations; private bool drawBegun; private bool disposed; #endregion #region Public Static Fields public static readonly int DefaultBackBufferWidth = 800; public static readonly int DefaultBackBufferHeight = 480; #endregion #region Public Events public event EventHandler<EventArgs> Disposed; #endregion #region IGraphicsDeviceService Events public event EventHandler<EventArgs> DeviceCreated; public event EventHandler<EventArgs> DeviceDisposing; public event EventHandler<EventArgs> DeviceReset; public event EventHandler<EventArgs> DeviceResetting; public event EventHandler<PreparingDeviceSettingsEventArgs> PreparingDeviceSettings; #endregion #region Public Constructor public GraphicsDeviceManager(Game game) { if (game == null ) { throw new ArgumentNullException( "The game cannot be null!" ); } this .game = game; supportedOrientations = DisplayOrientation.Default; PreferredBackBufferHeight = DefaultBackBufferHeight; PreferredBackBufferWidth = DefaultBackBufferWidth; PreferredBackBufferFormat = SurfaceFormat.Color; PreferredDepthStencilFormat = DepthFormat.Depth24; SynchronizeWithVerticalRetrace = true ; PreferMultiSampling = false ; if (game.Services.GetService( typeof (IGraphicsDeviceManager)) != null ) { throw new ArgumentException( "Graphics Device Manager Already Present" ); } game.Services.AddService( typeof (IGraphicsDeviceManager), this ); game.Services.AddService( typeof (IGraphicsDeviceService), this ); } #endregion #region Deconstructor ~GraphicsDeviceManager() { Dispose( false ); } #endregion #region Dispose Methods protected virtual void Dispose( bool disposing) { if (!disposed) { if (disposing) { if (graphicsDevice != null ) { OnDeviceDisposing( this , EventArgs.Empty); graphicsDevice.Dispose(); graphicsDevice = null ; } } if (Disposed != null ) { Disposed( this , EventArgs.Empty); } disposed = true ; } } void IDisposable.Dispose() { Dispose( true ); GC.SuppressFinalize( this ); } #endregion #region Public Methods public void ApplyChanges() { // Calling ApplyChanges() before CreateDevice() should have no effect. if (graphicsDevice == null ) { return ; } // Recreate device information before resetting GraphicsDeviceInformation gdi = new GraphicsDeviceInformation(); gdi.Adapter = GraphicsDevice.Adapter; gdi.GraphicsProfile = GraphicsDevice.GraphicsProfile; gdi.PresentationParameters = GraphicsDevice.PresentationParameters.Clone(); /* Apply the GraphicsDevice changes to the new Parameters. * Note that PreparingDeviceSettings can override any of these! * -flibit */ gdi.PresentationParameters.BackBufferFormat = PreferredBackBufferFormat; gdi.PresentationParameters.BackBufferWidth = PreferredBackBufferWidth; gdi.PresentationParameters.BackBufferHeight = PreferredBackBufferHeight; gdi.PresentationParameters.DepthStencilFormat = PreferredDepthStencilFormat; gdi.PresentationParameters.IsFullScreen = IsFullScreen; if (!PreferMultiSampling) { gdi.PresentationParameters.MultiSampleCount = 0; } else if (gdi.PresentationParameters.MultiSampleCount == 0) { /* XNA4 seems to have an upper limit of 8, but I'm willing to * limit this only in GraphicsDeviceManager's default setting. * If you want even higher values, Reset() with a custom value. * -flibit */ gdi.PresentationParameters.MultiSampleCount = Math.Min( GraphicsDevice.GLDevice.MaxMultiSampleCount, 8 ); } // Give the user a chance to override the above settings. OnPreparingDeviceSettings( this , new PreparingDeviceSettingsEventArgs(gdi) ); // We're about to reset a device, notify the application. OnDeviceResetting( this , EventArgs.Empty); // Make the Platform device changes. game.Window.BeginScreenDeviceChange( gdi.PresentationParameters.IsFullScreen ); game.Window.EndScreenDeviceChange( gdi.Adapter.Description, // FIXME: Should be Name! -flibit gdi.PresentationParameters.BackBufferWidth, gdi.PresentationParameters.BackBufferHeight ); // Apply the PresentInterval. FNAPlatform.SetPresentationInterval( SynchronizeWithVerticalRetrace ? gdi.PresentationParameters.PresentationInterval : PresentInterval.Immediate ); // Reset! GraphicsDevice.Reset(gdi.PresentationParameters, gdi.Adapter); // We just reset a device, notify the application. OnDeviceReset( this , EventArgs.Empty); } public void ToggleFullScreen() { IsFullScreen = !IsFullScreen; ApplyChanges(); } #endregion #region Internal Methods internal void INTERNAL_ResizeGraphicsDevice( int width, int height) { PresentationParameters pp = GraphicsDevice.PresentationParameters; // Only reset if there's an actual change in size if (pp.BackBufferWidth != width || pp.BackBufferHeight != height) { // We're about to reset a device, notify the application. OnDeviceResetting( this , EventArgs.Empty); pp.BackBufferWidth = width; pp.BackBufferHeight = height; GraphicsDevice.Reset(); // We just reset a device, notify the application. OnDeviceReset( this , EventArgs.Empty); } } #endregion #region Protected Methods protected virtual void OnDeviceCreated( object sender, EventArgs args) { if (DeviceCreated != null ) { DeviceCreated(sender, args); } } protected virtual void OnDeviceDisposing( object sender, EventArgs args) { if (DeviceDisposing != null ) { DeviceDisposing(sender, args); } } protected virtual void OnDeviceReset( object sender, EventArgs args) { if (DeviceReset != null ) { DeviceReset(sender, args); } } protected virtual void OnDeviceResetting( object sender, EventArgs args) { if (DeviceResetting != null ) { DeviceResetting(sender, args); } } protected virtual void OnPreparingDeviceSettings( object sender, PreparingDeviceSettingsEventArgs args ) { if (PreparingDeviceSettings != null ) { PreparingDeviceSettings(sender, args); } } #endregion #region IGraphicsDeviceManager Methods void IGraphicsDeviceManager.CreateDevice() { // Set the default device information GraphicsDeviceInformation gdi = new GraphicsDeviceInformation(); gdi.Adapter = GraphicsAdapter.DefaultAdapter; gdi.GraphicsProfile = GraphicsProfile; gdi.PresentationParameters = new PresentationParameters(); gdi.PresentationParameters.DeviceWindowHandle = game.Window.Handle; gdi.PresentationParameters.DepthStencilFormat = DepthFormat.Depth24; gdi.PresentationParameters.IsFullScreen = false ; // Give the user a chance to change the initial settings OnPreparingDeviceSettings( this , new PreparingDeviceSettingsEventArgs(gdi) ); // Apply these settings to this GraphicsDeviceManager GraphicsProfile = gdi.GraphicsProfile; PreferredBackBufferFormat = gdi.PresentationParameters.BackBufferFormat; PreferredDepthStencilFormat = gdi.PresentationParameters.DepthStencilFormat; // Create the GraphicsDevice, apply the initial settings. graphicsDevice = new GraphicsDevice( gdi.Adapter, gdi.GraphicsProfile, gdi.PresentationParameters ); ApplyChanges(); // Call the DeviceCreated Event OnDeviceCreated( this , EventArgs.Empty); } bool IGraphicsDeviceManager.BeginDraw() { if (graphicsDevice == null ) { return false ; } drawBegun = true ; return true ; } void IGraphicsDeviceManager.EndDraw() { if (graphicsDevice != null && drawBegun) { drawBegun = false ; graphicsDevice.Present(); } } #endregion } } |