daily update on 20241002 by nitload youmu, intrinsic function rebuild, syntax style arrange
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@@ -1,6 +1,6 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="glRender.cs"
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// file="glRenderStream.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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@@ -28,24 +28,28 @@
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Math;
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using StgSharp.Threading;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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namespace StgSharp.Graphics.OpenGL
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{
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public abstract partial class glRender : RenderStream
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{
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private protected static readonly ConcurrentDictionary<glRender, Thread> renderToThread
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= new ConcurrentDictionary<glRender, Thread>();
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private OpenGLFunction _context;
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protected internal OpenGLFunction GL
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@@ -54,93 +58,134 @@ namespace StgSharp.Graphics.OpenGL
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}
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/// <summary>
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/// Initialize an OpenGl viewPortDisplay if current form has not been binded to any viewPortDisplay.
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/// and set the viewPortDisplay binded to current form as current OpenGL viewPortDisplay.
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/// Initialize an opengl context and load all opengl functions.
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/// </summary>
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public unsafe void InitializeContext()
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{
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if( ContextHandle == default ) {
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ContextHandle = Marshal.AllocHGlobal(
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Marshal.SizeOf( typeof( OpenglContext ) ) );
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OpenglContext* contextID = ( OpenglContext* )ContextHandle;
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contextID->glGetString = ( delegate*<uint, IntPtr> )IntPtr.Zero;
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}
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if( GL == null ) {
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_context = OpenGLFunction.BuildGlFunctionPackage(
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ContextHandle );
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}
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}
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/// <summary>
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/// Initialize an OpenGl viewPortDisplay if current form has not been binded to any
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/// viewPortDisplay. and set the viewPortDisplay binded to current form as current OpenGL
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/// viewPortDisplay.
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/// </summary>
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/// <exception cref="Exception">
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/// Something goes wrong and StgSharp fails in creating a new OpenGL viewPortDisplay.
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/// </exception>
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public unsafe void MakeAsCurrentContext()
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{
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if (ContextHandle == default)
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{
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ContextHandle = Marshal.AllocHGlobal(Marshal.SizeOf(typeof(OpenglContext)));
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OpenglContext* contextID = (OpenglContext*)ContextHandle;
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contextID->glGetString = (delegate*<uint, IntPtr>)IntPtr.Zero;
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}
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if (GL == null)
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{
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_context = OpenGLFunction.BuildGlFunctionPackage(ContextHandle);
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}
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if (OpenGLFunction.CurrentGL != GL)
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{
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OpenGLFunction.CurrentGL = GL;
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InternalIO.glfwMakeContextCurrent(CanvasHandle);
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}
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InternalIO.glfwMakeContextCurrent( CanvasHandle );
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OpenGLFunction.CurrentGL = this.GL;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public override void SetSizeLimit(int minWidth, int minHeight, int maxWidth, int maxHeight)
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/// <inheritdoc />
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public override void RenderEnd()
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{
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InternalIO.glfwSetWindowSizeLimits(this.CanvasHandle, minWidth, minHeight, maxWidth, maxHeight);
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if( !renderToThread.TryGetValue( this,
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out Thread t ) || t != Thread.CurrentThread ) {
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throw new InvalidOperationException(
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$"Current render has had been binded to thread {t!.ManagedThreadId}" );
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}
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SwapBuffers();
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renderToThread[ this ] = ThreadHelper.EmptyThread;
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InternalIO.glfwMakeContextCurrent( IntPtr.Zero );
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OpenGLFunction.CurrentGL = null;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal override sealed void Draw()
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/// <inheritdoc />
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public override void RenderStart()
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{
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MakeAsCurrentContext();
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Main();
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Thread current = Thread.CurrentThread;
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if( !renderToThread.TryGetValue( this,
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out Thread t ) || t == ThreadHelper.EmptyThread ) {
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renderToThread[ this ] = current;
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MakeAsCurrentContext();
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return;
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}
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if( t != current ) {
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throw new InvalidOperationException(
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$"Current render has had been binded to thread {t!.ManagedThreadId}" );
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public override void SetSizeLimit(
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int minWidth,
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int minHeight,
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int maxWidth,
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int maxHeight )
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{
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InternalIO.glfwSetWindowSizeLimits(
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this.CanvasHandle, minWidth, minHeight, maxWidth, maxHeight );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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internal override sealed void PlatformSpecifiedInitialize()
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{
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InitializeContext();
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MakeAsCurrentContext();
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glManager.LoadOpenGLApiTo(Port.GraphicHandle);
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glManager.LoadOpenGLApiTo( BindedViewPortContext.GraphicHandle );
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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internal override sealed void Terminate()
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{
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CustomizeDeinit();
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}
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protected override sealed Uniform<Matrix44> NativeCameraUniform(ShaderProgram source, string name)
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protected override sealed Uniform<Matrix44> NativeCameraUniform(
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ShaderProgram source,
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string name )
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{
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NativeCamera.GainAllUniforms(source, name);
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NativeCamera.GainAllUniforms( source, name );
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return NativeCamera.convertedUniform;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected override sealed void NativeCameraViewRange(Radius fieldOfRange, vec2d offset, (float frontDepth, float backDepth) viewDepth)
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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protected override sealed void NativeCameraViewRange(
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Radius fieldOfRange,
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Vec2 offset,
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(float frontDepth, float backDepth) viewDepth )
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{
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NativeCamera.SetViewRange(fieldOfRange, this.Size, offset, viewDepth);
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NativeCamera.SetViewRange(
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fieldOfRange, this.Size, offset, viewDepth );
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}
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protected override sealed void NativeCameraViewTarget(vec3d position, vec3d direction, vec3d up)
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protected override sealed void NativeCameraViewTarget(
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Vec3 position,
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Vec3 direction,
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Vec3 up )
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{
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NativeCamera.SetViewDirection(position, direction, up);
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NativeCamera.SetViewDirection( position, direction, up );
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}
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#region Key Control
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protected KeyStatus CheckKey(KeyboardKey key)
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protected KeyStatus CheckKey( KeyboardKey key )
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{
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return InternalIO.glfwGetKey(this.CanvasHandle, (int)key);
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return InternalIO.glfwGetKey( this.CanvasHandle, ( int )key );
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}
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protected KeyStatus CheckKey(Mouse key)
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protected KeyStatus CheckKey( Mouse key )
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{
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return InternalIO.glfwGetKey(this.CanvasHandle, (int)key);
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return InternalIO.glfwGetKey( this.CanvasHandle, ( int )key );
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}
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protected KeyStatus CheckKey(Joystick key)
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protected KeyStatus CheckKey( Joystick key )
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{
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return InternalIO.glfwGetKey(this.CanvasHandle, (int)key);
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return InternalIO.glfwGetKey( this.CanvasHandle, ( int )key );
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}
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#endregion
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}
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}
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