Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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203
OpenRA.Game/Graphics/PlatformInterfaces.cs
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203
OpenRA.Game/Graphics/PlatformInterfaces.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA
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{
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public enum GLProfile
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{
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Automatic,
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ANGLE,
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Modern,
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Embedded
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}
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public interface IPlatform
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{
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IPlatformWindow CreateWindow(
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Size size, WindowMode windowMode, float scaleModifier, int vertexBatchSize, int indexBatchSize, int videoDisplay, GLProfile profile);
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ISoundEngine CreateSound(string device);
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IFont CreateFont(byte[] data);
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}
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public interface IHardwareCursor : IDisposable { }
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public enum BlendMode : byte
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{
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None,
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Alpha,
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Additive,
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Subtractive,
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Multiply,
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Multiplicative,
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DoubleMultiplicative,
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LowAdditive,
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Screen,
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Translucent
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}
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public interface IPlatformWindow : IDisposable
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{
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IGraphicsContext Context { get; }
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Size NativeWindowSize { get; }
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Size EffectiveWindowSize { get; }
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float NativeWindowScale { get; }
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float EffectiveWindowScale { get; }
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Size SurfaceSize { get; }
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int DisplayCount { get; }
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int CurrentDisplay { get; }
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bool HasInputFocus { get; }
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bool IsSuspended { get; }
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event Action<float, float, float, float> OnWindowScaleChanged;
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void PumpInput(IInputHandler inputHandler);
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string GetClipboardText();
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bool SetClipboardText(string text);
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bool TryOpenUrl(string url);
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void GrabWindowMouseFocus();
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void ReleaseWindowMouseFocus();
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IHardwareCursor CreateHardwareCursor(string name, Size size, byte[] data, int2 hotspot, bool pixelDouble);
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void SetHardwareCursor(IHardwareCursor cursor);
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void SetWindowTitle(string title);
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void SetRelativeMouseMode(bool mode);
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void SetScaleModifier(float scale);
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GLProfile GLProfile { get; }
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GLProfile[] SupportedGLProfiles { get; }
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}
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public interface IGraphicsContext : IDisposable
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{
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IVertexBuffer<T> CreateEmptyVertexBuffer<T>(int size) where T : struct;
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IVertexBuffer<T> CreateVertexBuffer<T>(T[] data, bool dynamic = true) where T : struct;
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T[] CreateVertices<T>(int size) where T : struct;
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IIndexBuffer CreateIndexBuffer(uint[] indices);
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ITexture CreateTexture();
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IFrameBuffer CreateFrameBuffer(Size s);
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IFrameBuffer CreateFrameBuffer(Size s, Color clearColor);
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IShader CreateShader(IShaderBindings shaderBindings);
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void EnableScissor(int x, int y, int width, int height);
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void DisableScissor();
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void Present();
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void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices);
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void DrawElements(int numIndices, int offset);
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void Clear();
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void EnableDepthBuffer();
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void DisableDepthBuffer();
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void ClearDepthBuffer();
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void SetBlendMode(BlendMode mode);
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void SetVSyncEnabled(bool enabled);
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string GLVersion { get; }
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}
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public interface IRenderer
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{
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void BeginFrame();
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void EndFrame();
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void SetPalette(HardwarePalette palette);
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}
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public interface IVertexBuffer<T> : IDisposable where T : struct
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{
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void Bind();
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void SetData(T[] vertices, int length);
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/// <summary>
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/// Upon return `vertices` may reference another array object of at least the same size - containing random values.
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/// </summary>
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void SetData(ref T[] vertices, int length);
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void SetData(T[] vertices, int offset, int start, int length);
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}
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public interface IIndexBuffer : IDisposable
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{
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void Bind();
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}
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public interface IShader
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{
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void SetBool(string name, bool value);
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void SetVec(string name, float x);
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void SetVec(string name, float x, float y);
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void SetVec(string name, float x, float y, float z);
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void SetVec(string name, ReadOnlyMemory<float> vec, int length);
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void SetTexture(string param, ITexture texture);
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void SetMatrix(string param, float[] mtx);
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void PrepareRender();
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void Bind();
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}
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public interface IShaderBindings
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{
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string VertexShaderName { get; }
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string VertexShaderCode { get; }
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string FragmentShaderName { get; }
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string FragmentShaderCode { get; }
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int Stride { get; }
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ShaderVertexAttribute[] Attributes { get; }
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}
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public enum TextureScaleFilter { Nearest, Linear }
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public interface ITexture : IDisposable
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{
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void SetData(byte[] colors, int width, int height);
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void SetFloatData(float[] data, int width, int height);
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void SetDataFromReadBuffer(Rectangle rect);
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byte[] GetData();
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Size Size { get; }
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TextureScaleFilter ScaleFilter { get; set; }
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}
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public interface IFrameBuffer : IDisposable
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{
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void Bind();
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void Unbind();
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void EnableScissor(Rectangle rect);
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void DisableScissor();
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ITexture Texture { get; }
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}
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public enum PrimitiveType
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{
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PointList,
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LineList,
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TriangleList,
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}
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public enum WindowMode
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{
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Windowed,
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Fullscreen,
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PseudoFullscreen,
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}
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public interface IFont : IDisposable
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{
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FontGlyph CreateGlyph(char c, int size, float deviceScale);
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}
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public struct FontGlyph
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{
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public int2 Offset;
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public Size Size;
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public float Advance;
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public byte[] Data;
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}
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}
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