mirror of
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* Use GLFW instead of OpenTK windows * Seems to work pretty well now. * Fix stackalloc issue on Framework. * Add GLFW project to sln. * Fix package downgrade. * Fix SLN more. * Please work. * Fix C# version error.
97 lines
3.9 KiB
C#
97 lines
3.9 KiB
C#
//
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// WindowAttributeSetter.cs
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//
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// Copyright (C) 2019 OpenTK
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//
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// This software may be modified and distributed under the terms
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// of the MIT license. See the LICENSE file for details.
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//
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namespace OpenToolkit.GraphicsLibraryFramework
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{
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/// <summary>
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/// Used to get window related attributes.
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/// </summary>
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/// <seealso cref="GLFW.GetWindowAttrib"/>
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public enum WindowAttributeGetter
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{
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/// <summary>
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/// Indicates whether the specified window has input focus.
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/// Initial input focus is controlled by the window hint with the same name
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/// </summary>
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Focused = WindowHintBool.Focused,
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/// <summary>
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/// Indicates whether the specified window is iconified,
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/// whether by the user or with <see cref="GLFW.IconifyWindow"/>.
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/// </summary>
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Iconified = WindowHintBool.Iconified,
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/// <summary>
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/// Indicates whether the specified window is resizable by the user.
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/// This is set on creation with the window hint with the same name.
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/// </summary>
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Resizable = WindowHintBool.Resizable,
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/// <summary>
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/// Indicates whether the specified window is visible.
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/// Window visibility can be controlled with <see cref="GLFW.ShowWindow"/> and <see cref="GLFW.HideWindow"/>
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/// and initial visibility is controlled by the window hint with the same name.
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/// </summary>
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Visible = WindowHintBool.Visible,
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/// <summary>
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/// Indicates whether the specified window has decorations such as a border,a close widget, etc.
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/// This is set on creation with the window hint with the same name.
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/// </summary>
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Decorated = WindowHintBool.Decorated,
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/// <summary>
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/// Specifies whether the full screen window will automatically iconify and restore
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/// the previous video mode on input focus loss.
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/// Possible values are <c>true</c> and <c>false</c>. This hint is ignored for windowed mode windows.
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/// </summary>
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AutoIconify = WindowHintBool.AutoIconify,
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/// <summary>
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/// Indicates whether the specified window is floating, also called topmost or always-on-top.
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/// This is controlled by the window hint with the same name.
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/// </summary>
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Floating = WindowHintBool.Floating,
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/// <summary>
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/// Indicates whether the specified window is maximized,
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/// whether by the user or with <see cref="GLFW.MaximizeWindow"/>.
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/// </summary>
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Maximized = WindowHintBool.Maximized,
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/// <summary>
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/// Specifies whether the cursor should be centered over newly created full screen windows.
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/// Possible values are <c>true</c> and <c>false</c>. This hint is ignored for windowed mode windows.
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/// </summary>
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CenterCursor = WindowHintBool.CenterCursor,
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/// <summary>
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/// Specifies whether the window framebuffer will be transparent.
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/// If enabled and supported by the system, the window framebuffer alpha channel will be used
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/// to combine the framebuffer with the background.
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/// This does not affect window decorations. Possible values are <c>true</c> and <c>false</c>.
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/// </summary>
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TransparentFramebuffer = WindowHintBool.TransparentFramebuffer,
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/// <summary>
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/// indicates whether the cursor is currently directly over the client area of the window,
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/// with no other windows between.
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/// See <a href="https://www.glfw.org/docs/3.3/input_guide.html#cursor_enter">Cursor enter/leave events</a>
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/// for details.
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/// </summary>
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Hovered = WindowHintBool.Hovered,
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/// <summary>
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/// Specifies whether the window will be given input focus when <see cref="GLFW.ShowWindow"/> is called.
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/// Possible values are <c>true</c> and <c>false</c>.
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/// </summary>
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FocusOnShow = WindowHintBool.FocusOnShow,
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}
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}
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