Esempio n. 1
0
void GD_API SetWindowSize( RuntimeScene & scene, int windowWidth, int windowHeight, bool useTheNewSizeForCameraDefaultSize)
{
    #if !defined(GD_IDE_ONLY)
    if ( useTheNewSizeForCameraDefaultSize ) //Change future cameras default size if wanted.
    {
        scene.game->SetDefaultWidth( windowWidth );
        scene.game->SetDefaultHeight( windowHeight );
    }

    //Avoid recreating every tick a new window if the size has not changed!
    if ( windowWidth == scene.renderWindow->getSize().x && windowHeight == scene.renderWindow->getSize().y )
        return;

    if ( scene.RenderWindowIsFullScreen() )
    {
        scene.renderWindow->create( sf::VideoMode( windowWidth, windowHeight, 32 ), scene.GetWindowDefaultTitle(), sf::Style::Close | sf::Style::Fullscreen );
        scene.ChangeRenderWindow(scene.renderWindow);
    }
    else
    {
        scene.renderWindow->create( sf::VideoMode( windowWidth, windowHeight, 32 ), scene.GetWindowDefaultTitle(), sf::Style::Close );
        scene.ChangeRenderWindow(scene.renderWindow);
    }
    #endif
}
Esempio n. 2
0
void GD_API SetFullScreen(RuntimeScene & scene, bool fullscreen, bool)
{
    #if !defined(GD_IDE_ONLY)
    if ( fullscreen && !scene.RenderWindowIsFullScreen() )
    {
        scene.SetRenderWindowIsFullScreen();
        scene.renderWindow->create( sf::VideoMode( scene.game->GetMainWindowDefaultWidth(), scene.game->GetMainWindowDefaultHeight(), 32 ), scene.GetWindowDefaultTitle(), sf::Style::Close | sf::Style::Fullscreen );
        scene.ChangeRenderWindow(scene.renderWindow);
    }
    else if ( !fullscreen && scene.RenderWindowIsFullScreen() )
    {
        scene.SetRenderWindowIsFullScreen(false);
        scene.renderWindow->create( sf::VideoMode( scene.game->GetMainWindowDefaultWidth(), scene.game->GetMainWindowDefaultHeight(), 32 ), scene.GetWindowDefaultTitle(), sf::Style::Close );
        scene.ChangeRenderWindow(scene.renderWindow);
    }
    #endif
}