update Window documentation
continuous-integration/drone/push Build is passing
Details
continuous-integration/drone/push Build is passing
Details
parent
11ad6cf812
commit
a68d5a1ff5
|
@ -4,7 +4,7 @@ date: 2021-01-24T20:43:17-08:00
|
|||
weight: 1
|
||||
---
|
||||
|
||||
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.
|
||||
|
|
Loading…
Reference in New Issue