update Window documentation
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cosmonaut 2023-04-19 09:53:55 -07:00
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@ -4,7 +4,7 @@ date: 2021-01-24T20:43:17-08:00
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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 `OSWindow` class. A reference to this class named `Window` is automatically created and can be retrieved from your `Game` subclass.
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.
Your game is assumed to have a window and you must pass a `WindowCreateInfo` struct when creating your `Game`.
@ -12,11 +12,13 @@ Your game is assumed to have a window and you must pass a `WindowCreateInfo` str
- `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.
- `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.
You can change the screen mode at runtime with the `ChangeScreenMode` method:
You can change the screen mode at runtime with the `SetScreenMode` method:
```cs
Window.ChangeScreenMode(ScreenMode.Fullscreen);
Window.SetScreenMode(ScreenMode.Fullscreen);
```
You can change the window size at runtime with the `SetWindowSize` method.
@ -26,3 +28,11 @@ Window.SetWindowSize(1280, 720);
```
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.
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.