MoonWorks-docs/content/Window/_index.md

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---
title: "Window"
date: 2021-01-24T20:43:17-08:00
weight: 1
---
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Window management in MoonWorks is implemented using the [SDL2](https://www.libsdl.org) library. All window management is handled through the `Window` class. A reference to this class named `MainWindow` is automatically created on startup and can be retrieved from your `Game` subclass.
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Your game is assumed to have a window and you must pass a `WindowCreateInfo` struct when creating your `Game`.
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- `WindowTitle` is the name of the window that will be displayed in the operating system.
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- `WindowWidth` is how wide the window will be.
- `WindowHeight` is how tall the window will be.
- `ScreenMode` determines whether the window will be created in windowed mode, fullscreen, or borderless fullscreen.
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- `SystemResizable` specifies if the user will be able to resize the window by clicking and dragging the corners.
- `StartMaximized` specifies if the window will open at the maximum desktop resolution.
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You can change the screen mode at runtime with the `SetScreenMode` method:
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```cs
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Window.SetScreenMode(ScreenMode.Fullscreen);
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```
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You can change the window size at runtime with the `SetWindowSize` method.
```cs
Window.SetWindowSize(1280, 720);
```
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Note that if you change the screen resolution, it is *your* responsibility to manage any graphics state that may need to change as a result of this change.
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You may specify a method to be called when the window size changes by calling `RegisterSizeChangeCallback`.
```cs
Window.RegisterSizeChangeCallback(MySizeChangeCallback);
```
MoonWorks does support your application having multiple windows. To create a new Window, you can call the Window class's constructor. To make it renderable you will need to call `ClaimWindow` from the `GraphicsDevice`, which we will get to later.