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 }
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 }
const std::string & GD_API GetWindowTitle(RuntimeScene & scene) { return scene.GetWindowDefaultTitle(); }
void GD_API SetWindowTitle(RuntimeScene & scene, const std::string & newName) { scene.SetWindowDefaultTitle( newName ); if (scene.renderWindow != NULL) scene.renderWindow->setTitle(scene.GetWindowDefaultTitle()); }