sdl2 :: SDLWindowFlags :: defaultinit
# 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