SDLWindow::new
and returned by SDLWindow::flags
sdl2 :: SDLWindowFlags :: allow_highdpi
Add the flag to request a window using the system High-DPI modesdl2 :: SDLWindowFlags :: borderless
Add the flag requesting a borderless windowsdl2 :: SDLWindowFlags :: defaultinit
sdl2 :: SDLWindowFlags :: fullscreen
Add the flag requesting a fullscreen windowsdl2 :: SDLWindowFlags :: fullscreen_desktop
Add the flag requesting a fullscreen window for the current desktopsdl2 :: SDLWindowFlags :: has_input_focus
Does the window has the input focus?sdl2 :: SDLWindowFlags :: has_mouse_focus
Does the window has the mouse focus?sdl2 :: SDLWindowFlags :: input_grabbed
Add the flag to grab the input focussdl2 :: SDLWindowFlags :: maximized
Add the flag requesting a maximimez windowsdl2 :: SDLWindowFlags :: minimized
Add the flag requesting a minimized windowsdl2 :: SDLWindowFlags :: opengl
Add the flag requesting a window usable with an OpenGL contextsdl2 :: SDLWindowFlags :: resizable
Add the flag requesting a resizable windowsdl2 $ SDLWindowFlags :: SELF
Type of this instance, automatically specialized in every classcore :: Pointer :: address_is_null
Is the address behind this Object at NULL?sdl2 :: SDLWindowFlags :: allow_highdpi
Add the flag to request a window using the system High-DPI modesdl2 :: SDLWindowFlags :: borderless
Add the flag requesting a borderless windowcore :: Object :: class_factory
Implementation used byget_class
to create the specific class.
core :: Object :: defaultinit
sdl2 :: SDLWindowFlags :: defaultinit
core :: Pointer :: defaultinit
sdl2 :: SDLWindowFlags :: fullscreen
Add the flag requesting a fullscreen windowsdl2 :: SDLWindowFlags :: fullscreen_desktop
Add the flag requesting a fullscreen window for the current desktopsdl2 :: SDLWindowFlags :: has_input_focus
Does the window has the input focus?sdl2 :: SDLWindowFlags :: has_mouse_focus
Does the window has the mouse focus?sdl2 :: SDLWindowFlags :: input_grabbed
Add the flag to grab the input focuscore :: Object :: is_same_instance
Return true ifself
and other
are the same instance (i.e. same identity).
core :: Object :: is_same_serialized
Isself
the same as other
in a serialization context?
core :: Object :: is_same_type
Return true ifself
and other
have the same dynamic type.
sdl2 :: SDLWindowFlags :: maximized
Add the flag requesting a maximimez windowsdl2 :: SDLWindowFlags :: minimized
Add the flag requesting a minimized windowsdl2 :: SDLWindowFlags :: opengl
Add the flag requesting a window usable with an OpenGL contextcore :: Object :: output_class_name
Display class name on stdout (debug only).sdl2 :: SDLWindowFlags :: resizable
Add the flag requesting a resizable window
# Flags for `SDLWindow::new` and returned by `SDLWindow::flags`
extern class SDLWindowFlags `{ Uint32 `}
# Get the default empty flag set
new `{ return 0; `}
# Add the flag requesting a fullscreen window
fun fullscreen: SDLWindowFlags `{ return self | SDL_WINDOW_FULLSCREEN; `}
# Add the flag requesting a fullscreen window for the current desktop
fun fullscreen_desktop: SDLWindowFlags `{ return self | SDL_WINDOW_FULLSCREEN_DESKTOP; `}
# Add the flag requesting a window usable with an OpenGL context
fun opengl: SDLWindowFlags `{ return self | SDL_WINDOW_OPENGL; `}
# Add the flag requesting a borderless window
fun borderless: SDLWindowFlags `{ return self | SDL_WINDOW_BORDERLESS; `}
# Add the flag requesting a resizable window
fun resizable: SDLWindowFlags `{ return self | SDL_WINDOW_RESIZABLE; `}
# Add the flag requesting a minimized window
fun minimized: SDLWindowFlags `{ return self | SDL_WINDOW_MINIMIZED; `}
# Add the flag requesting a maximimez window
fun maximized: SDLWindowFlags `{ return self | SDL_WINDOW_MAXIMIZED; `}
# Add the flag to grab the input focus
fun input_grabbed: SDLWindowFlags `{ return self | SDL_WINDOW_INPUT_GRABBED; `}
# Add the flag to request a window using the system High-DPI mode
fun allow_highdpi: SDLWindowFlags `{
#if SDL_VERSION_ATLEAST(2, 0, 2)
return self | SDL_WINDOW_ALLOW_HIGHDPI;
#else
return self;
#endif
`}
# Is the window shown?
#
# Can only be queried because it is ignored by `SDLWindow::new`
fun is_shown: Bool `{ return self & SDL_WINDOW_SHOWN; `}
# Does the window has the input focus?
#
# Can only be queried because it is ignored by `SDLWindow::new`
fun has_input_focus: Bool `{ return self & SDL_WINDOW_INPUT_FOCUS; `}
# Does the window has the mouse focus?
#
# Can only be queried because it is ignored by `SDLWindow::new`
fun has_mouse_focus: Bool `{ return self & SDL_WINDOW_MOUSE_FOCUS; `}
# TODO add all other `is_` methods, as needed
end
lib/sdl2/sdl2_base.nit:168,1--225,3