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@@ -46,9 +46,15 @@ namespace dsr {
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// If the game starts in full screen, this constructor should be used instead.
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// If the game starts in full screen, this constructor should be used instead.
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// Otherwise the canvas may ask for the window's dimensions while the system still keeps the old dimensions due to delays.
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// Otherwise the canvas may ask for the window's dimensions while the system still keeps the old dimensions due to delays.
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Window window_create_fullscreen(const dsr::String& title);
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Window window_create_fullscreen(const dsr::String& title);
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- // Returns true iff the window exists
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+ // Returns true iff the window exists.
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bool window_exists(const Window& window);
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bool window_exists(const Window& window);
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+// Set window title
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+ // Assigns the window's title.
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+ void window_setTitle(Window& window, const dsr::String& title);
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+ // Returns the window's title.
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+ String window_getTitle(Window& window);
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+
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// Layout files
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// Layout files
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// Loading an interface by parsing a layout file's content, with any external resources loaded relative to fromPath.
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// Loading an interface by parsing a layout file's content, with any external resources loaded relative to fromPath.
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// Embedded images do not count as external resources, but file paths need fromPath in order to know from where they will be loaded.
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// Embedded images do not count as external resources, but file paths need fromPath in order to know from where they will be loaded.
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@@ -126,6 +132,8 @@ namespace dsr {
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// Just like when handling a window resize, this will replace the canvas and depth buffer.
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// Just like when handling a window resize, this will replace the canvas and depth buffer.
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// Any old handles to canvas and depth buffer will become useless, so fetch new image handles from the window to avoid black flickering.
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// Any old handles to canvas and depth buffer will become useless, so fetch new image handles from the window to avoid black flickering.
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void window_setPixelScale(const Window& window, int scale);
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void window_setPixelScale(const Window& window, int scale);
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+
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+// Cursor
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// Sets the cursor visibility for window, hiding if visible is false and showing if visible is true.
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// Sets the cursor visibility for window, hiding if visible is false and showing if visible is true.
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// Returns true on success and false on failure.
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// Returns true on success and false on failure.
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bool window_setCursorVisibility(const Window& window, bool visible);
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bool window_setCursorVisibility(const Window& window, bool visible);
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