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Copy pathProgram.cs
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308 lines (252 loc) · 8.6 KB
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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Runtime.InteropServices;
using System.Threading;
using GalaxyUI.UIElement;
namespace GalaxyUI
{
/// <summary>
/// Entry point for the GalaxyUI framework
/// </summary>
public static class Galaxy
{
private static bool _initialized = false;
private static List<Window> _windows = new List<Window>();
/// <summary>
/// Initializes the GalaxyUI framework
/// </summary>
static void Main(string[] args)
{
try
{
// Initialize the GalaxyUI framework
Galaxy.Initialize();
// Add UI elements to the window (assuming Window has methods to add elements)
// Example (implementation would depend on the UIElement namespace):
Button button = new Button();
button.Text = "Click Me";
// Show the window
// Start the application event loop
// This will block until all windows are closed
Galaxy.Run();
Console.WriteLine("Application has exited gracefully.");
}
catch (Exception ex)
{
Console.WriteLine($"Error: {ex.Message}");
Console.WriteLine(ex.StackTrace);
}
}
public static void Initialize()
{
if (_initialized)
return;
HyperDimension.Initialize();
ThemeManager.Initialize();
_initialized = true;
Console.WriteLine("GalaxyUI initialized successfully!");
}
/// <summary>
/// Starts the application event loop
/// </summary>
public static void Run()
{
if (!_initialized)
throw new InvalidOperationException("GalaxyUI must be initialized before calling Run()");
// Start the message pump
MessagePump.Start();
// Wait until all windows are closed
while (_windows.Count > 0)
{
Thread.Sleep(10);
}
}
/// <summary>
/// Registers a window with the framework
/// </summary>
internal static void RegisterWindow(Window window)
{
_windows.Add(window);
}
/// <summary>
/// Unregisters a window from the framework
/// </summary>
internal static void UnregisterWindow(Window window)
{
_windows.Remove(window);
}
}
/// <summary>
/// Core rendering engine for GalaxyUI
/// </summary>
public static class HyperDimension
{
private static bool _initialized = false;
internal static void Initialize()
{
if (_initialized)
return;
// Initialize DirectX or OpenGL bindings here
NativeRenderingEngine.Initialize();
_initialized = true;
}
/// <summary>
/// Creates a rendering context for a window
/// </summary>
internal static RenderContext CreateContext(IntPtr windowHandle)
{
return new RenderContext(windowHandle);
}
}
/// <summary>
/// Native rendering operations using platform API calls
/// </summary>
internal static class NativeRenderingEngine
{
[DllImport("user32.dll")]
private static extern IntPtr GetDC(IntPtr hWnd);
[DllImport("user32.dll")]
private static extern int ReleaseDC(IntPtr hWnd, IntPtr hDC);
[DllImport("gdi32.dll")]
private static extern IntPtr CreateCompatibleDC(IntPtr hDC);
[DllImport("gdi32.dll")]
private static extern IntPtr CreateCompatibleBitmap(IntPtr hDC, int nWidth, int nHeight);
[DllImport("gdi32.dll")]
private static extern IntPtr SelectObject(IntPtr hDC, IntPtr hObject);
[DllImport("gdi32.dll")]
private static extern bool DeleteObject(IntPtr hObject);
[DllImport("gdi32.dll")]
private static extern bool DeleteDC(IntPtr hDC);
internal static void Initialize()
{
// Initialize any necessary native resources
}
internal static IntPtr GetDeviceContext(IntPtr windowHandle)
{
return GetDC(windowHandle);
}
internal static void ReleaseDeviceContext(IntPtr windowHandle, IntPtr deviceContext)
{
ReleaseDC(windowHandle, deviceContext);
}
internal static IntPtr CreateBackBuffer(IntPtr deviceContext, int width, int height)
{
IntPtr memoryDC = CreateCompatibleDC(deviceContext);
IntPtr bitmap = CreateCompatibleBitmap(deviceContext, width, height);
SelectObject(memoryDC, bitmap);
DeleteObject(bitmap);
return memoryDC;
}
internal static void DeleteBackBuffer(IntPtr backBuffer)
{
DeleteDC(backBuffer);
}
}
/// <summary>
/// Rendering context for a specific window
/// </summary>
public class RenderContext
{
private IntPtr _windowHandle;
private IntPtr _deviceContext;
private IntPtr _backBuffer;
private Size _size;
internal RenderContext(IntPtr windowHandle)
{
_windowHandle = windowHandle;
_deviceContext = NativeRenderingEngine.GetDeviceContext(windowHandle);
_size = new Size(800, 600); // Default size
_backBuffer = NativeRenderingEngine.CreateBackBuffer(_deviceContext, _size.Width, _size.Height);
}
public void Resize(int width, int height)
{
_size = new Size(width, height);
// Recreate back buffer with new size
if (_backBuffer != IntPtr.Zero)
NativeRenderingEngine.DeleteBackBuffer(_backBuffer);
_backBuffer = NativeRenderingEngine.CreateBackBuffer(_deviceContext, width, height);
}
public void BeginDraw()
{
// Clear the back buffer to prepare for drawing
}
public void EndDraw()
{
// Swap buffers to present the rendered content
}
internal void Dispose()
{
if (_backBuffer != IntPtr.Zero)
{
NativeRenderingEngine.DeleteBackBuffer(_backBuffer);
_backBuffer = IntPtr.Zero;
}
if (_deviceContext != IntPtr.Zero)
{
NativeRenderingEngine.ReleaseDeviceContext(_windowHandle, _deviceContext);
_deviceContext = IntPtr.Zero;
}
}
}
/// <summary>
/// Handles OS-specific message processing
/// </summary>
internal static class MessagePump
{
private static bool _running = false;
private static Thread _messageThread;
internal static void Start()
{
if (_running)
return;
_running = true;
_messageThread = new Thread(ProcessMessages);
_messageThread.Start();
}
internal static void Stop()
{
_running = false;
_messageThread.Join();
}
private static void ProcessMessages()
{
while (_running)
{
// Process Windows messages
// This is a simplified version; a real implementation would use PInvoke to GetMessage/TranslateMessage/DispatchMessage
Thread.Sleep(10);
}
}
}
/// <summary>
/// Manages application themes
/// </summary>
public static class ThemeManager
{
private static Theme _currentTheme;
internal static void Initialize()
{
_currentTheme = Theme.Dark; // Default theme
}
public static Theme CurrentTheme
{
get { return _currentTheme; }
set { _currentTheme = value; OnThemeChanged(); }
}
public static event EventHandler ThemeChanged;
private static void OnThemeChanged()
{
ThemeChanged?.Invoke(null, EventArgs.Empty);
}
}
/// <summary>
/// Application theme
/// </summary>
public enum Theme
{
Light,
Dark,
Custom
}
}