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Merge pull request #972 from PJB3005/19-09-30-interfaces
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 Clean up window properties/interfaces.
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varon committed Oct 3, 2019
2 parents 28cebb5 + e8353eb commit 3988936
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Expand Up @@ -15,7 +15,7 @@ namespace OpenToolkit.Windowing.Common
/// <summary>
/// Defines the interface for a GameWindow.
/// </summary>
public interface IGameWindow : INativeWindow, IGameWindowProperties
public interface IGameWindow : INativeWindow
{
/// <summary>
/// Initialize the update thread (if using a multi-threaded contex, and enter the game loop of the GameWindow.
Expand All @@ -37,6 +37,41 @@ public interface IGameWindow : INativeWindow, IGameWindowProperties
/// </summary>
VSyncMode VSync { get; set; }

/// <summary>
/// Gets a value indicating whether or not the GameWindow should use a separate thread for rendering.
/// </summary>
/// <remarks>
/// <para>
/// If this is true, render frames will be processed in a separate thread.
/// Do not enable this unless your code is thread safe.
/// </para>
/// </remarks>
bool IsMultiThreaded { get; }

/// <summary>
/// Gets or sets a double representing the render frequency, in hertz.
/// </summary>
/// <remarks>
/// <para>
/// A value of 0.0 indicates that RenderFrame events are generated at the maximum possible frequency (i.e. only
/// limited by the hardware's capabilities).
/// </para>
/// <para>Values lower than 1.0Hz are clamped to 0.0. Values higher than 500.0Hz are clamped to 200.0Hz.</para>
/// </remarks>
double RenderFrequency { get; set; }

/// <summary>
/// Gets or sets a double representing the update frequency, in hertz.
/// </summary>
/// <remarks>
/// <para>
/// A value of 0.0 indicates that UpdateFrame events are generated at the maximum possible frequency (i.e. only
/// limited by the hardware's capabilities).
/// </para>
/// <para>Values lower than 1.0Hz are clamped to 0.0. Values higher than 500.0Hz are clamped to 500.0Hz.</para>
/// </remarks>
double UpdateFrequency { get; set; }

/// <summary>
/// If game window is configured to run with a dedicated update thread (by passing isSingleThreaded = false in the
/// constructor),
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