--- title: "Window" 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 `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`. - `WindowTitle` is the name of the window that will be displayed in the operating system. - `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 `SetScreenMode` method: ```cs Window.SetScreenMode(ScreenMode.Fullscreen); ``` You can change the window size at runtime with the `SetWindowSize` method. ```cs 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.