daily update on 20230623 by nitload youmu, SSG lib rewrite

This commit is contained in:
Nitload
2023-06-24 01:03:48 +08:00
parent ee8132c149
commit f99a0674b0
193 changed files with 16115 additions and 8972 deletions
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@@ -1,2 +1,2 @@
PlatformToolSet=v143:VCToolArchitecture=Native64Bit:VCToolsVersion=14.33.31629:TargetPlatformVersion=10.0.19041.0:
PlatformToolSet=v143:VCToolArchitecture=Native64Bit:VCToolsVersion=14.33.31629:TargetPlatformVersion=10.0.20348.0:
Debug|x64|D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\OpenGL\|
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+17
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@@ -0,0 +1,17 @@
你可以看到,ASCII编码只能表示0-127范围内的字符,所以超出这个范围的中文字符都被替换成了问号(63)。
如果你想用ASCII字符数组表示超出ASCII字符范围的字符的字节码,你可以先将字符串转换为一个UTF-8字节数组,然后再将每个字节转换为一个ASCII字符。例如:
string s = "你好,这是Bing。";
byte[] utf8Bytes = Encoding.UTF8.GetBytes(s);
char[] asciiChars = new char[utf8Bytes.Length];
for (int i = 0; i < utf8Bytes.Length; i++)
{
asciiChars[i] = (char)utf8Bytes[i];
}
Copy
这段代码会得到以下ASCII字符数组:
{ 'ä', '½', 'ä', '½', '¥', ',', ' ', 'è', '¿', 'æ', '˜', '¯', 'B', 'i', 'n', 'g', 'ã', '€', '‚' }
Copy
你可以根据自己的需要对这个数组进行处理或输出。
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+13 -16
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@@ -4,13 +4,10 @@ Microsoft Visual Studio Solution File, Format Version 12.00
VisualStudioVersion = 17.3.32825.248
MinimumVisualStudioVersion = 10.0.40219.1
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "StgSharp", "StgSharp\StgSharp.csproj", "{EEC1D075-F8F4-43EA-914A-02B1339D2305}"
ProjectSection(ProjectDependencies) = postProject
{C7705D2C-47AE-4317-9419-DC16A5CC6A17} = {C7705D2C-47AE-4317-9419-DC16A5CC6A17}
EndProjectSection
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "StgSharpDebug", "StgSharpDebug\StgSharpDebug.csproj", "{467F2A1A-D7E2-4904-AAAD-A5998EE45C71}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "StgSharpGraphics", "StgSharpGraphics\StgSharpGraphics.vcxproj", "{C7705D2C-47AE-4317-9419-DC16A5CC6A17}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "StgSharpGraphic", "StgSharpGraphic\StgSharpGraphic.vcxproj", "{C0994414-D90B-4647-B05E-546D57ABEEE2}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@@ -46,18 +43,18 @@ Global
{467F2A1A-D7E2-4904-AAAD-A5998EE45C71}.Release|x64.Build.0 = Release|x64
{467F2A1A-D7E2-4904-AAAD-A5998EE45C71}.Release|x86.ActiveCfg = Release|Any CPU
{467F2A1A-D7E2-4904-AAAD-A5998EE45C71}.Release|x86.Build.0 = Release|Any CPU
{C7705D2C-47AE-4317-9419-DC16A5CC6A17}.Debug|Any CPU.ActiveCfg = Debug|x64
{C7705D2C-47AE-4317-9419-DC16A5CC6A17}.Debug|Any CPU.Build.0 = Debug|x64
{C7705D2C-47AE-4317-9419-DC16A5CC6A17}.Debug|x64.ActiveCfg = Debug|x64
{C7705D2C-47AE-4317-9419-DC16A5CC6A17}.Debug|x64.Build.0 = Debug|x64
{C7705D2C-47AE-4317-9419-DC16A5CC6A17}.Debug|x86.ActiveCfg = Debug|Win32
{C7705D2C-47AE-4317-9419-DC16A5CC6A17}.Debug|x86.Build.0 = Debug|Win32
{C7705D2C-47AE-4317-9419-DC16A5CC6A17}.Release|Any CPU.ActiveCfg = Release|x64
{C7705D2C-47AE-4317-9419-DC16A5CC6A17}.Release|Any CPU.Build.0 = Release|x64
{C7705D2C-47AE-4317-9419-DC16A5CC6A17}.Release|x64.ActiveCfg = Release|x64
{C7705D2C-47AE-4317-9419-DC16A5CC6A17}.Release|x64.Build.0 = Release|x64
{C7705D2C-47AE-4317-9419-DC16A5CC6A17}.Release|x86.ActiveCfg = Release|Win32
{C7705D2C-47AE-4317-9419-DC16A5CC6A17}.Release|x86.Build.0 = Release|Win32
{C0994414-D90B-4647-B05E-546D57ABEEE2}.Debug|Any CPU.ActiveCfg = Debug|x64
{C0994414-D90B-4647-B05E-546D57ABEEE2}.Debug|Any CPU.Build.0 = Debug|x64
{C0994414-D90B-4647-B05E-546D57ABEEE2}.Debug|x64.ActiveCfg = Debug|x64
{C0994414-D90B-4647-B05E-546D57ABEEE2}.Debug|x64.Build.0 = Debug|x64
{C0994414-D90B-4647-B05E-546D57ABEEE2}.Debug|x86.ActiveCfg = Debug|Win32
{C0994414-D90B-4647-B05E-546D57ABEEE2}.Debug|x86.Build.0 = Debug|Win32
{C0994414-D90B-4647-B05E-546D57ABEEE2}.Release|Any CPU.ActiveCfg = Release|x64
{C0994414-D90B-4647-B05E-546D57ABEEE2}.Release|Any CPU.Build.0 = Release|x64
{C0994414-D90B-4647-B05E-546D57ABEEE2}.Release|x64.ActiveCfg = Release|x64
{C0994414-D90B-4647-B05E-546D57ABEEE2}.Release|x64.Build.0 = Release|x64
{C0994414-D90B-4647-B05E-546D57ABEEE2}.Release|x86.ActiveCfg = Release|Win32
{C0994414-D90B-4647-B05E-546D57ABEEE2}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -5,17 +5,6 @@ namespace StgSharp
{
internal static unsafe partial class internalIO
{
[DllImport("StgSharpGraphics.dll", EntryPoint = "initTriangle")]
internal static extern unsafe triangleVertexArray initTriangleVertex();
[DllImport("StgSharpGraphics.dll", EntryPoint = "initPolygon4")]
internal static extern unsafe Polygon4VertexArray initPolygon4Vertex();
[DllImport("StgSharpGraphics.dll", EntryPoint = "initPolygon5")]
internal static extern unsafe Polygon5VertexArray initPolygon5Vertex();
[DllImport("StgSharpGraphics.dll", EntryPoint = "inputTriangle")]
internal static extern unsafe void internalLoadTriangle(triangleVertexArray triangle);
}
+2 -26
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@@ -17,31 +17,7 @@ namespace StgSharp
internal static extern unsafe void InternalInitGL();
[DllImport("StgSharpGraphics.dll",
EntryPoint = "InitWindow", CallingConvention = CallingConvention.Cdecl)]
internal static extern unsafe IntPtr InternalInitWindow(formInfo win);
[DllImport("StgSharpGraphics.dll",
EntryPoint = "CompileShader", CallingConvention = CallingConvention.Cdecl)]
internal static extern unsafe void InternalCompileShader
(
shaderObject* shaderObj
);
[DllImport("StgSharpGraphics.dll", EntryPoint = "SSGraphicShouldWindowClose",
CallingConvention = CallingConvention.Cdecl)]
internal static extern unsafe int InternalShouldFormClose(IntPtr formPtr);
[DllImport("StgSharpGraphics.dll",
EntryPoint = "RenderWindow", CallingConvention = CallingConvention.Cdecl)]
internal static extern unsafe void InternalRenderWindow
(
IntPtr window,
formInfo info,
shaderObject* shaderObj
);
[DllImport("StgSharpGraphics.dll", EntryPoint = "TerminateWindow"
, CallingConvention = CallingConvention.Cdecl)]
internal static extern unsafe void TerminateWindow(shaderObject* shaderObj);
EntryPoint = "InitGLAD", CallingConvention = CallingConvention.Cdecl)]
internal static extern unsafe int InternalInitGLAD();
}
}
+11 -2
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@@ -10,15 +10,24 @@ namespace StgSharp.Control
internal delegate void InternalGLswapInterval(int interval);
internal delegate void InternalGLclearColorDelegate
(float red, float green, float blue, float alpha);
internal delegate GLFWproc internalglGetProcAddress(char[] name);
internal delegate int internalGLADloadGLloader(InternalGLADloadproc load);
internal delegate void GLFWproc();
internal unsafe delegate void* InternalGLADloadproc(byte[] name);
[StructLayout(LayoutKind.Sequential)]
internal struct GraphicIOPack
{
internal InternalInitGLDelegate InternalLoadGL;
internal InternalGLcreateWindowDelegate InternalGLcreatWindow;
internal InternalGLcreateWindowDelegate InternalGLcreateWindow;
internal InternalGLmakeContextCurrent InternalGLmakeContextCurrent;
internal InternalGLswapInterval InternalGLswapInterval;
internal InternalGLclearColorDelegate InternalGLclearColor;
internal internalglGetProcAddress InternalGLGetProcAddress;
}
}
-10
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@@ -57,16 +57,6 @@ namespace StgSharp.Control
public static unsafe void StartProgram()
{
foreach (Form form in allForm)
{
if (Graphic.ShouldFormClose(form))
{
internalIO.InternalRenderWindow(
form.windowPtr,
form.info,
(shaderObject*)form.shader);
}
}
}
}
@@ -1,17 +0,0 @@
using StgSharp.Math;
using System.Runtime.InteropServices;
namespace StgSharp.Geometries
{
[StructLayout(LayoutKind.Sequential)]
internal unsafe struct Polygon4VertexArray
{
internal vec3d* vertex1;
internal vec3d* vertex2;
internal vec3d* vertex3;
internal vec3d* vertex4;
triangleVertexOrder triangleVertexOrder1;
triangleVertexOrder triangleVertexOrder2;
}
}
@@ -1,19 +0,0 @@
using StgSharp.Math;
using System.Runtime.InteropServices;
namespace StgSharp.Geometries
{
[StructLayout(LayoutKind.Sequential)]
internal unsafe struct Polygon5VertexArray
{
internal vec3d* vertex1;
internal vec3d* vertex2;
internal vec3d* vertex3;
internal vec3d* vertex4;
internal vec3d* vertex5;
triangleVertexOrder triangleVertexOrder1;
triangleVertexOrder triangleVertexOrder2;
triangleVertexOrder triangleVertexOrder3;
}
}
@@ -1,21 +0,0 @@
using StgSharp.Math;
using System.Runtime.InteropServices;
namespace StgSharp.Geometries
{
[StructLayout(LayoutKind.Sequential)]
internal unsafe struct triangleVertexArray
{
internal vec3d* vertex1Ptr;
internal vec3d* vertex2Ptr;
internal vec3d* vertex3Ptr;
}
[StructLayout(LayoutKind.Sequential)]
internal unsafe struct triangleVertexOrder
{
int vertex1;
int vertex2;
int vertex3;
}
}
@@ -5,7 +5,6 @@ namespace StgSharp.Geometries
{
public class Polygon4 : IPlainGeometry
{
internal Polygon4VertexArray vertexPtrArray;
internal readonly Point vertex01;
internal readonly Point vertex02;
@@ -30,11 +29,6 @@ namespace StgSharp.Geometries
public unsafe Polygon4()
{
vertexPtrArray = internalIO.initPolygon4Vertex();
vertex01 = new Point(vertexPtrArray.vertex1);
vertex02 = new Point(vertexPtrArray.vertex2);
vertex03 = new Point(vertexPtrArray.vertex3);
vertex04 = new Point(vertexPtrArray.vertex4);
}
public override Line[] GetAllSides()
@@ -1,4 +1,42 @@
using StgSharp.Control;
using StgSharp.Math;

namespace StgSharp.Geometries
{
 public unsafe class Polygon5 : IPlainGeometry
 {
 internal Polygon5VertexArray vertexPtrAyyar;

 internal Point _refOrigin;
 internal readonly Point vertex1;
 internal readonly Point vertex2;
 internal readonly Point vertex3;
 internal readonly Point vertex4;
 internal readonly Point vertex5;
 internal readonly int _vertexCount;

 public override Point RefPoint01 => vertex1;

 public override Point RefPoint02 => vertex2;

 public override Point RefPoint03 => vertex3;

 internal GetLocationHandler movP01Operation = default;
 internal GetLocationHandler movP02Operation = default;
 internal GetLocationHandler movP03Operation = default;
 internal GetLocationHandler movP04Operation = default;
 internal GetLocationHandler movP05Operation = default;

 public GetLocationHandler MovP01Operation { get => movP01Operation; }
 public GetLocationHandler MovP02Operation { get => movP02Operation; }
 public GetLocationHandler MovP03Operation { get => movP03Operation; }
 public GetLocationHandler MovP04Operation { get => movP04Operation; }
 public GetLocationHandler MovP05Operation { get => movP05Operation; }

 public unsafe Polygon5()
 {
 vertexPtrAyyar = internalIO.initPolygon5Vertex();
 vertex1 = new Point(vertexPtrAyyar.vertex1);
 vertex2 = new Point(vertexPtrAyyar.vertex2);
 vertex3 = new Point(vertexPtrAyyar.vertex3);
 vertex4 = new Point(vertexPtrAyyar.vertex4);
 vertex5 = new Point(vertexPtrAyyar.vertex5);
 }

 public virtual vec3d movPoint01(uint tick) => movP01Operation.Invoke(TimeLine.tickCounter._value);
using StgSharp.Control;
using StgSharp.Math;
namespace StgSharp.Geometries
{
public unsafe class Polygon5 : IPlainGeometry
{
internal Point _refOrigin;
internal readonly Point vertex1;
internal readonly Point vertex2;
internal readonly Point vertex3;
internal readonly Point vertex4;
internal readonly Point vertex5;
internal readonly int _vertexCount;
public override Point RefPoint01 => vertex1;
public override Point RefPoint02 => vertex2;
public override Point RefPoint03 => vertex3;
internal GetLocationHandler movP01Operation = default;
internal GetLocationHandler movP02Operation = default;
internal GetLocationHandler movP03Operation = default;
internal GetLocationHandler movP04Operation = default;
internal GetLocationHandler movP05Operation = default;
public GetLocationHandler MovP01Operation { get => movP01Operation; }
public GetLocationHandler MovP02Operation { get => movP02Operation; }
public GetLocationHandler MovP03Operation { get => movP03Operation; }
public GetLocationHandler MovP04Operation { get => movP04Operation; }
public GetLocationHandler MovP05Operation { get => movP05Operation; }
public unsafe Polygon5()
{
}
public virtual vec3d movPoint01(uint tick) => movP01Operation.Invoke(TimeLine.tickCounter._value);
public virtual vec3d movPoint02(uint tick) => movP02Operation.Invoke(TimeLine.tickCounter._value);
@@ -9,4 +47,31 @@
public virtual vec3d movPoint05(uint tick) => movP05Operation.Invoke(TimeLine.tickCounter._value);
internal override void OnRender(uint tick)
 {
 uint nowTick = tick - BornTime;
 vertex1.Position = RefOrigin.Position + movPoint01(nowTick);
 vertex2.Position = RefOrigin.Position + movPoint02(nowTick);
 vertex3.Position = RefOrigin.Position + movPoint03(nowTick);
 vertex4.Position = RefOrigin.Position + movPoint04(nowTick);
 vertex5.Position = RefOrigin.Position + movPoint05(nowTick);
 }

 public override Line[] GetAllSides()
 {
 return new Line[5]
 {
 new Line(vertex1,vertex2),
 new Line(vertex2,vertex3),
 new Line(vertex3,vertex4),
 new Line(vertex4,vertex5),
 new Line(vertex5,vertex1)
 };
 }

 public override Plain GetPlain()
 {
 return new Plain(vertex1, vertex2, vertex3);
 }
 }
}

internal override void OnRender(uint tick)
{
uint nowTick = tick - BornTime;
vertex1.Position = RefOrigin.Position + movPoint01(nowTick);
vertex2.Position = RefOrigin.Position + movPoint02(nowTick);
vertex3.Position = RefOrigin.Position + movPoint03(nowTick);
vertex4.Position = RefOrigin.Position + movPoint04(nowTick);
vertex5.Position = RefOrigin.Position + movPoint05(nowTick);
}
public override Line[] GetAllSides()
{
return new Line[5]
{
new Line(vertex1,vertex2),
new Line(vertex2,vertex3),
new Line(vertex3,vertex4),
new Line(vertex4,vertex5),
new Line(vertex5,vertex1)
};
}
public override Plain GetPlain()
{
return new Plain(vertex1, vertex2, vertex3);
}
}
}
@@ -7,7 +7,6 @@ namespace StgSharp.Geometries
public unsafe class Triangle : IPlainGeometry
{
internal triangleVertexArray vertexArray;
internal Point vertex1;
internal Point vertex2;
@@ -37,11 +36,6 @@ namespace StgSharp.Geometries
this.vertex2 = new Point();
this.vertex3 = new Point();
this.vertexArray = new triangleVertexArray();
vertexArray.vertex1Ptr = this.vertex1.positionPtr;
vertexArray.vertex2Ptr = this.vertex1.positionPtr;
vertexArray.vertex3Ptr = this.vertex1.positionPtr;
/**/
TimeLine._currentPool._pointContainer.Add(vertex1);
TimeLine._currentPool._pointContainer.Add(vertex2);
+3 -11
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@@ -58,7 +58,7 @@ namespace StgSharp.Graphics
info = new formInfo();
allControl = new LinkedList<Pool>();
Init();
StgSharp.Graphic.LoadForm(this);
//StgSharp.Graphic.LoadForm(this);
}
@@ -70,11 +70,7 @@ namespace StgSharp.Graphics
internal unsafe void defualtInit()
{
IntPtr windowPtr = Graphic.InitWindow(this);
internalIO.InternalCompileShader((shaderObject*)this.shader);
internalIO.InternalRenderWindow(windowPtr, this.info, (shaderObject*)this.shader);
internalIO.TerminateWindow((shaderObject*)shader);
//IntPtr windowPtr = Graphic.InitWindow(this);
}
public virtual void Init()
@@ -82,15 +78,11 @@ namespace StgSharp.Graphics
info.color = new vec4d(0.95, 0.93, 0.92, 0);
info.width = 800;
info.height = 600;
this.windowPtr = Graphic.InitWindow(this);
//this.windowPtr = Graphic.InitWindow(this);
}
public void Show()
{
internalIO.InternalCompileShader((shaderObject*)shader);
internalIO.InternalRenderWindow(this.windowPtr, this.info, (shaderObject*)shader);
internalIO.TerminateWindow((shaderObject*)shader);
}
}
+47 -3
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@@ -1,4 +1,5 @@
using System;
using StgSharp.Control;
using System;
using System.Collections.Generic;
using System.Text;
@@ -6,9 +7,52 @@ namespace StgSharp
{
public static unsafe partial class Graphic
{
public static void InitGL()
/// <summary>
/// Creates a window and its associated context.
/// </summary>
/// <param name="width">Required width</param>
/// <param name="height">Required width</param>
/// <param name="tittle">Tittle of the window </param>
/// <param name="monitor"></param>
/// <param name="share"></param>
/// <returns>The handle of created window</returns>
/// <exception cref="Exception"></exception>
public static unsafe IntPtr GLcreateWindow(int width, int height, char[] tittle, IntPtr monitor, IntPtr share)
{
InternalInitGL();
IntPtr windowPtr = glIO.InternalGLcreateWindow(width, height, tittle, monitor, share);
if ((int)windowPtr == -1 || (int)windowPtr == -2)
{
throw new Exception("Cannot create window instance!");
}
return windowPtr;
}
/// <summary>
/// Creates a window and its associated context.
/// </summary>
/// <param name="width">Required width</param>
/// <param name="height">Required width</param>
/// <param name="tittle">Tittle of the window </param>
/// <param name="monitor"></param>
/// <param name="share"></param>
/// <returns>The handle of created window</returns>
/// <exception cref="Exception"></exception>
public static unsafe IntPtr GLcreateWindow(int width, int height, string tittle, IntPtr monitor, IntPtr share)
{
IntPtr windowPtr = glIO.InternalGLcreateWindow(width, height, null, monitor, share);
if ((int)windowPtr == -1 || (int)windowPtr == -2)
{
throw new Exception("Cannot create window instance!");
}
return windowPtr;
}
}
}
-16
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@@ -1,16 +0,0 @@
using StgSharp.Control;
namespace StgSharp
{
public static unsafe partial class Graphic
{
internal static InternalInitGLDelegate InternalInitGL;
internal static InternalGLcreateWindowDelegate InternalGLcreatWindow;
internal static InternalGLmakeContextCurrent InternalGLmakeContextCurrent;
internal static InternalGLswapInterval InternalGLswapInterval;
internal static InternalGLclearColorDelegate InternalGLclearColor;
}
}
+49 -11
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@@ -6,11 +6,53 @@ namespace StgSharp
{
public static unsafe partial class Graphic
{
internal static GraphicIOPack glIO;
private static bool isGLSet = false;
/// <summary>
/// Init an instance of OpenGL program,
/// This method should be called before other
/// graphic methods, after LoadGL method.
/// </summary>
public static void InitGL()
{
internalIO.InternalInitGL();
}
/// <summary>
/// Load OpenGL API to StgSharp core programm,
/// please call this method before call any other
/// graphic APIs in StgSharp.
/// </summary>
/// <exception cref="Exception">If run this method twice, will throw exception</exception>
public static unsafe void LoadGL()
{
GraphicIOPack GLpack = internalIO.InternalInitGraphicApi();
if (!isGLSet)
{
glIO = internalIO.InternalInitGraphicApi();
}
else
{
throw new Exception("Do not load GL api twice.");
}
}
/// <summary>
/// Attach GLFW API to GLAD,
/// this method should be called after LoadGL
/// and before other graphic method.
/// </summary>
/// <exception cref="Exception">The accident that program cannot attach GLFW to GLAD</exception>
public static unsafe void LoadGLAD()
{
int a = internalIO.InternalInitGLAD();
if (a!=0)
{
throw new Exception("Cannot attach GLFW to GLAD!");
}
}
internal static byte[] loadShaderCodeStr(string str)
{
byte[] cahrStr;
@@ -21,11 +63,14 @@ namespace StgSharp
}
catch (Exception)
{
throw;
}
}
/*
/// <summary>
/// Init a form, attach its data to GLFW program,
/// and return the pointer of the GLFW package of the form.
@@ -50,17 +95,10 @@ namespace StgSharp
return a;
}
}
*/
public static unsafe void LoadForm(Form form)
{
TimeLine.allForm.Add(form);
}
public static unsafe bool ShouldFormClose(Form form)
{
int a = internalIO.InternalShouldFormClose(form.windowPtr);
return a != 0;
}
}
}
-63
View File
@@ -1,63 +0,0 @@
//------------------------------------------------------------------------------
// <auto-generated>
// 此代码由工具生成。
// 运行时版本:4.0.30319.42000
//
// 对此文件的更改可能会导致不正确的行为,并且如果
// 重新生成代码,这些更改将会丢失。
// </auto-generated>
//------------------------------------------------------------------------------
namespace StgSharp.Properties {
using System;
/// <summary>
/// 一个强类型的资源类,用于查找本地化的字符串等。
/// </summary>
// 此类是由 StronglyTypedResourceBuilder
// 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
// 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen
// (以 /str 作为命令选项),或重新生成 VS 项目。
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// 返回此类使用的缓存的 ResourceManager 实例。
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("StgSharp.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// 重写当前线程的 CurrentUICulture 属性,对
/// 使用此强类型资源类的所有资源查找执行重写。
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
}
}
@@ -1,101 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 1.3
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">1.3</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1">this is my long string</data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
[base64 mime encoded serialized .NET Framework object]
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
[base64 mime encoded string representing a byte array form of the .NET Framework object]
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>1.3</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.3500.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.3500.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>
@@ -86,15 +86,52 @@
initilize all the customizing operations.
</summary>
</member>
<member name="M:StgSharp.Graphic.InitWindow(StgSharp.Graphics.Form)">
<member name="M:StgSharp.Graphic.GLcreateWindow(System.Int32,System.Int32,System.Char[],System.IntPtr,System.IntPtr)">
<summary>
Init a form, attach its data to GLFW program,
and return the pointer of the GLFW package of the form.
Creates a window and its associated context.
</summary>
<param name="form">The C# instance of the form</param>
<returns>Pointer of the GLFW package of this form</returns>
<exception cref="T:System.Exception">The issue that form is not successfully initilized
or GLAD program fail to init</exception>
<param name="width">Required width</param>
<param name="height">Required width</param>
<param name="tittle">Tittle of the window </param>
<param name="monitor"></param>
<param name="share"></param>
<returns>The handle of created window</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphic.GLcreateWindow(System.Int32,System.Int32,System.String,System.IntPtr,System.IntPtr)">
<summary>
Creates a window and its associated context.
</summary>
<param name="width">Required width</param>
<param name="height">Required width</param>
<param name="tittle">Tittle of the window </param>
<param name="monitor"></param>
<param name="share"></param>
<returns>The handle of created window</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphic.InitGL">
<summary>
Init an instance of OpenGL program,
This method should be called before other
graphic methods, after LoadGL method.
</summary>
</member>
<member name="M:StgSharp.Graphic.LoadGL">
<summary>
Load OpenGL API to StgSharp core programm,
please call this method before call any other
graphic APIs in StgSharp.
</summary>
<exception cref="T:System.Exception">If run this method twice, will throw exception</exception>
</member>
<member name="M:StgSharp.Graphic.LoadGLAD">
<summary>
Attach GLFW API to GLAD,
this method should be called after LoadGL
and before other graphic method.
</summary>
<exception cref="T:System.Exception">The accident that program cannot attach GLFW to GLAD</exception>
</member>
<member name="M:StgSharp.LinkedList`1.Add(`0)">
<summary>
@@ -350,21 +387,5 @@
<param name="y"></param>
<returns>Returns the value of x^y</returns>
</member>
<member name="T:StgSharp.Properties.Resources">
<summary>
一个强类型的资源类,用于查找本地化的字符串等。
</summary>
</member>
<member name="P:StgSharp.Properties.Resources.ResourceManager">
<summary>
返回此类使用的缓存的 ResourceManager 实例。
</summary>
</member>
<member name="P:StgSharp.Properties.Resources.Culture">
<summary>
重写当前线程的 CurrentUICulture 属性,对
使用此强类型资源类的所有资源查找执行重写。
</summary>
</member>
</members>
</doc>
@@ -1 +1 @@
57ad4cdf16ea7b251717cabe8351248d70a972b6
30862d0e511e1361db5f27d40508177e02373c0d
@@ -10,6 +10,4 @@ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\refint\StgSharp.dll
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.xml
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\ref\StgSharp.dll
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.Properties.Resources.resources
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.csproj.GenerateResource.cache
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\bin\x64\Debug\netstandard2.1\StgSharpGraphics.dll
@@ -86,15 +86,52 @@
initilize all the customizing operations.
</summary>
</member>
<member name="M:StgSharp.Graphic.InitWindow(StgSharp.Graphics.Form)">
<member name="M:StgSharp.Graphic.GLcreateWindow(System.Int32,System.Int32,System.Char[],System.IntPtr,System.IntPtr)">
<summary>
Init a form, attach its data to GLFW program,
and return the pointer of the GLFW package of the form.
Creates a window and its associated context.
</summary>
<param name="form">The C# instance of the form</param>
<returns>Pointer of the GLFW package of this form</returns>
<exception cref="T:System.Exception">The issue that form is not successfully initilized
or GLAD program fail to init</exception>
<param name="width">Required width</param>
<param name="height">Required width</param>
<param name="tittle">Tittle of the window </param>
<param name="monitor"></param>
<param name="share"></param>
<returns>The handle of created window</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphic.GLcreateWindow(System.Int32,System.Int32,System.String,System.IntPtr,System.IntPtr)">
<summary>
Creates a window and its associated context.
</summary>
<param name="width">Required width</param>
<param name="height">Required width</param>
<param name="tittle">Tittle of the window </param>
<param name="monitor"></param>
<param name="share"></param>
<returns>The handle of created window</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphic.InitGL">
<summary>
Init an instance of OpenGL program,
This method should be called before other
graphic methods, after LoadGL method.
</summary>
</member>
<member name="M:StgSharp.Graphic.LoadGL">
<summary>
Load OpenGL API to StgSharp core programm,
please call this method before call any other
graphic APIs in StgSharp.
</summary>
<exception cref="T:System.Exception">If run this method twice, will throw exception</exception>
</member>
<member name="M:StgSharp.Graphic.LoadGLAD">
<summary>
Attach GLFW API to GLAD,
this method should be called after LoadGL
and before other graphic method.
</summary>
<exception cref="T:System.Exception">The accident that program cannot attach GLFW to GLAD</exception>
</member>
<member name="M:StgSharp.LinkedList`1.Add(`0)">
<summary>
@@ -350,21 +387,5 @@
<param name="y"></param>
<returns>Returns the value of x^y</returns>
</member>
<member name="T:StgSharp.Properties.Resources">
<summary>
一个强类型的资源类,用于查找本地化的字符串等。
</summary>
</member>
<member name="P:StgSharp.Properties.Resources.ResourceManager">
<summary>
返回此类使用的缓存的 ResourceManager 实例。
</summary>
</member>
<member name="P:StgSharp.Properties.Resources.Culture">
<summary>
重写当前线程的 CurrentUICulture 属性,对
使用此强类型资源类的所有资源查找执行重写。
</summary>
</member>
</members>
</doc>
+2 -1
View File
@@ -16,7 +16,8 @@ internal class Program
//f.Show();
string str = "Stg#你好";
byte[] array = System.Text.Encoding.ASCII.GetBytes(str);
byte[] array = System.Text.Encoding.UTF8.GetBytes(str);
foreach (byte item in array)
{
@@ -86,15 +86,52 @@
initilize all the customizing operations.
</summary>
</member>
<member name="M:StgSharp.Graphic.InitWindow(StgSharp.Graphics.Form)">
<member name="M:StgSharp.Graphic.GLcreateWindow(System.Int32,System.Int32,System.Char[],System.IntPtr,System.IntPtr)">
<summary>
Init a form, attach its data to GLFW program,
and return the pointer of the GLFW package of the form.
Creates a window and its associated context.
</summary>
<param name="form">The C# instance of the form</param>
<returns>Pointer of the GLFW package of this form</returns>
<exception cref="T:System.Exception">The issue that form is not successfully initilized
or GLAD program fail to init</exception>
<param name="width">Required width</param>
<param name="height">Required width</param>
<param name="tittle">Tittle of the window </param>
<param name="monitor"></param>
<param name="share"></param>
<returns>The handle of created window</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphic.GLcreateWindow(System.Int32,System.Int32,System.String,System.IntPtr,System.IntPtr)">
<summary>
Creates a window and its associated context.
</summary>
<param name="width">Required width</param>
<param name="height">Required width</param>
<param name="tittle">Tittle of the window </param>
<param name="monitor"></param>
<param name="share"></param>
<returns>The handle of created window</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphic.InitGL">
<summary>
Init an instance of OpenGL program,
This method should be called before other
graphic methods, after LoadGL method.
</summary>
</member>
<member name="M:StgSharp.Graphic.LoadGL">
<summary>
Load OpenGL API to StgSharp core programm,
please call this method before call any other
graphic APIs in StgSharp.
</summary>
<exception cref="T:System.Exception">If run this method twice, will throw exception</exception>
</member>
<member name="M:StgSharp.Graphic.LoadGLAD">
<summary>
Attach GLFW API to GLAD,
this method should be called after LoadGL
and before other graphic method.
</summary>
<exception cref="T:System.Exception">The accident that program cannot attach GLFW to GLAD</exception>
</member>
<member name="M:StgSharp.LinkedList`1.Add(`0)">
<summary>
@@ -350,21 +387,5 @@
<param name="y"></param>
<returns>Returns the value of x^y</returns>
</member>
<member name="T:StgSharp.Properties.Resources">
<summary>
一个强类型的资源类,用于查找本地化的字符串等。
</summary>
</member>
<member name="P:StgSharp.Properties.Resources.ResourceManager">
<summary>
返回此类使用的缓存的 ResourceManager 实例。
</summary>
</member>
<member name="P:StgSharp.Properties.Resources.Culture">
<summary>
重写当前线程的 CurrentUICulture 属性,对
使用此强类型资源类的所有资源查找执行重写。
</summary>
</member>
</members>
</doc>

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