Era Posted July 27, 2013 Posted July 27, 2013 I am supporting this game through kickstarter so I do not have access to all the forums yet so I am posting here. (Sorry if this is the wrong spot, but no access to the programming area). So I was playing with the trial and was banging my head against the wall on how to toggle fullscreen, well I figured it out and thought I would share here for others that are having a hard time. void Settings::SetFullScreen(bool isFullscreen) { if (isFullscreen != _vidSettings._fullscreen) { _vidSettings._fullscreen = isFullscreen; GetCore()->window->Release(); if (isFullscreen) { GetCore()->window = Window::Create( _vidSettings._title, 0, 0, _vidSettings._res.x, _vidSettings._res.y, Window::FullScreen); } else { GetCore()->window = Window::Create( _vidSettings._title, 0, 0, _vidSettings._res.x, _vidSettings._res.y, Window::Titlebar); } GetCore()->context = Context::Create(GetCore()->window); } } I have a class I pass around to everyone that pretty much just contains pointers to window, context, world, and camera that is what the GetCore() is (well it is a function that returns the core pointer but that is a personal coding style) 2 Quote
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