File: MainWindowController.cs

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using System;
using System.Drawing;

using MonoMac.Foundation;
using MonoMac.AppKit;

namespace NeHeLesson17
{
	public partial class MainWindowController : MonoMac.AppKit.NSWindowController
	{

		bool isInFullScreenMode;

		// full-screen mode
		NSWindow fullScreenWindow;
		MyOpenGLView fullScreenView;
		Scene scene;
		bool isAnimating;

		// Call to load from the XIB/NIB file
		public MainWindowController () : base("MainWindow")
		{

		}

		//strongly typed window accessor
		public new MainWindow Window {
			get { return (MainWindow)base.Window; }
		} 

		public override void AwakeFromNib ()
		{
			// Allocate the scene object
			scene = new Scene ();

			// Assign the view's MainController to us
			openGLView.MainController = this;

			// reset the viewport and update OpenGL Context
			openGLView.UpdateView ();

			// Activate the display link now
			openGLView.StartAnimation ();

			isAnimating = true;
		}

		partial void goFullScreen (NSObject sender)
		{
			isInFullScreenMode = true;

			// Pause the non-fullscreen view
			openGLView.StopAnimation ();

			RectangleF mainDisplayRect;
			RectangleF viewRect;

			// Create a screen-sized window on the display you want to take over
			// Note, mainDisplayRect has a non-zero origin if the key window is on a secondary display
			mainDisplayRect = NSScreen.MainScreen.Frame;

			fullScreenWindow = new NSWindow (mainDisplayRect, NSWindowStyle.Borderless, NSBackingStore.Buffered, true);

			// Set the window level to be above the menu bar
			fullScreenWindow.Level = NSWindowLevel.MainMenu + 1;

			// Perform any other window configuration you desire
			fullScreenWindow.IsOpaque = true;
			fullScreenWindow.HidesOnDeactivate = true;

			// Create a view with a double-buffered OpenGL context and attach it to the window
			// By specifying the non-fullscreen context as the shareContext, we automatically inherit the 
			// OpenGL objects (textures, etc) it has defined
			viewRect = new RectangleF (0, 0, mainDisplayRect.Size.Width, mainDisplayRect.Size.Height);

			fullScreenView = new MyOpenGLView (viewRect, openGLView.OpenGLContext);
			fullScreenWindow.ContentView = fullScreenView;

			// Show the window
			fullScreenWindow.MakeKeyAndOrderFront (this);

			// Set the scene with the full-screen viewport and viewing transformation
			Scene.ResizeGLScene (viewRect);

			// Assign the view's MainController to self
			fullScreenView.MainController = this;

			if (!isAnimating) {
				// Mark the view as needing drawing to initalize its contents
				fullScreenView.NeedsDisplay = true;
			} else {
				// Start playing the animation
				fullScreenView.StartAnimation ();

			}
		}

		public void goWindow ()
		{
			isInFullScreenMode = false;

			// use OrderOut here instead of Close or nasty things will happen with Garbage Collection and a double free
			fullScreenWindow.OrderOut (this);
			fullScreenView.DeAllocate ();
			fullScreenWindow.Dispose ();
			fullScreenWindow = null;

			// Switch to the non-fullscreen context
			openGLView.OpenGLContext.MakeCurrentContext ();

			if (!isAnimating) {
				// Mark the view as needing drawing
				// The animation has advanced while we were in full-screen mode, so its current contents are stale
				openGLView.NeedsDisplay = true;

			} else {
				// continue playing the animation
				openGLView.StartAnimation ();
			}
		}

		public void startAnimation ()
		{
			if (isAnimating)
				return;

			if (!isInFullScreenMode)
				openGLView.StartAnimation ();
			else
				fullScreenView.StartAnimation ();

			isAnimating = true;
		}

		public void stopAnimation ()
		{
			if (!isAnimating)
				return;

			if (!isInFullScreenMode)
				openGLView.StopAnimation ();
			else
				fullScreenView.StopAnimation ();

			isAnimating = false;
		}

		public override void KeyDown (NSEvent theEvent)
		{
			var c = theEvent.CharactersIgnoringModifiers [0];

			switch (c) {

			// [Esc] exits full-screen mode
			case (char)27:
				if (isInFullScreenMode)
					goWindow ();
				break;
			default:
				break;

			}
		}

		// Accessor property for our scene object
		public Scene Scene {
			get { return scene; }
		}

		public void toggleFullScreen (NSObject sender)
		{
			if (!isInFullScreenMode)
				goFullScreen (sender);
			else
				goWindow ();
		}

	}
}