using System; using SDL2; namespace MoonWorks.Window { public class OSWindow : IDisposable { internal IntPtr Handle { get; } public ScreenMode ScreenMode { get; } private bool IsDisposed; public OSWindow(WindowCreateInfo windowCreateInfo) { var windowFlags = SDL.SDL_WindowFlags.SDL_WINDOW_VULKAN; if (windowCreateInfo.ScreenMode == ScreenMode.Fullscreen) { windowFlags |= SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN; } else if (windowCreateInfo.ScreenMode == ScreenMode.BorderlessWindow) { windowFlags |= SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP; } ScreenMode = windowCreateInfo.ScreenMode; Handle = SDL.SDL_CreateWindow( windowCreateInfo.WindowTitle, SDL.SDL_WINDOWPOS_UNDEFINED, SDL.SDL_WINDOWPOS_UNDEFINED, (int) windowCreateInfo.WindowWidth, (int) windowCreateInfo.WindowHeight, windowFlags ); } public void ChangeScreenMode(ScreenMode screenMode) { SDL.SDL_WindowFlags windowFlag = 0; if (screenMode == ScreenMode.Fullscreen) { windowFlag = SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN; } else if (screenMode == ScreenMode.BorderlessWindow) { windowFlag = SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP; } SDL.SDL_SetWindowFullscreen(Handle, (uint) windowFlag); } /// /// Resizes the window. /// Note that you are responsible for recreating any graphics resources that need to change as a result of the size change. /// /// /// public void SetWindowSize(uint width, uint height) { SDL.SDL_SetWindowSize(Handle, (int) width, (int) height); } protected virtual void Dispose(bool disposing) { if (!IsDisposed) { if (disposing) { // dispose managed state (managed objects) } SDL.SDL_DestroyWindow(Handle); IsDisposed = true; } } ~OSWindow() { // Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method Dispose(disposing: false); } public void Dispose() { // Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method Dispose(disposing: true); GC.SuppressFinalize(this); } } }