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using System;
using Unicity.Renderer;
using Unicity.Renderer.Shapes;
namespace Unicity.Engine
{
public class GameWindow : IDisposable
{
RenderWindow window = null;
GraphicsRenderer renderer = null;
public int Width { get => window.Width; set => window.Width = value; }
public int Height { get => window.Height; set => window.Height = value; }
public string Title { get => window.Title; set => window.Title = value; }
bool disposed = false;
public GameWindow(int width = 800, int height = 800, string title = "Unicity Renderer written by Adrian Ulbrich")
{
window = new RenderWindow(width, height, title);
renderer = new GraphicsRenderer(window);
renderer.SetRenderData(new Shape[] { new Triangle(new float[] { -1.0f, -0.5f, 0.0f, 0.0f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f }, 1.0f, 0.0f, 0.0f), new Triangle(new float[] { 0.0f, -0.5f, 0.0f, 1.0f, -0.5f, 0.0f, 0.5f, 0.5f, 0.0f }, 1.0f, 1.0f, 0.0f) });
}
public void Open(double ups = 60.0, double fps = 60.0)
{
window.Open(ups, fps);
}
protected virtual void Dispose(bool disposing)
{
if (disposed)
{
return;
}
if (disposing)
{
// Dispose of managed resources
}
// Dispose of unmanaged resources
renderer?.Dispose();
window?.Dispose();
disposed = true;
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
}
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