Einlander Posted April 10, 2014 Share Posted April 10, 2014 I want to be able to change the resolution of the game while I debug it. I have a very inelegant solution where I set the old window to nil and create a new window and get it's context. What I came up with: function App:Start() self.Fullscreen = false end function App:Loop() if (self.window:KeyDown(Key.F8)) and (self.Fullscreen == false) then self.window:Hide() self.window=Window:Create(self.title, 0, 0, 1920, 1080, Window.FullScreen) self.context=Context:Create(self.window,0) self.context:SetColor(0,0,0) self.context:Clear() self.context:Sync() self.context:SetColor(1,1,1) self.Fullscreen = true end end *add the code in the right functions This will switch the window fullscreen, but the old window is still lurking about. Is there a way to close the window or would I need to make a topic in the suggestions sub forum? Bonus: My setup for debug and relase function App:Start() --Create a window if DEBUG then self.window=Window:Create(self.title) else self.window=Window:Create(self.title, 0, 0, 1920, 1080, Window.FullScreen) end end function App:Loop() self.context:SetBlendMode(Blend.Alpha) if DEBUG then self.context:SetColor(1,0,0,1) self.context:DrawText("Debug Mode",2,2) self.context:SetColor(1,1,1,1) self.context:DrawStats(2,22) self.context:SetBlendMode(Blend.Solid) else self.context:SetColor(1,1,1,1) self.context:DrawText("FPS: "..Math:Round(Time:UPS()),2,2) self.context:SetBlendMode(Blend.Solid) end --Refresh the screen if DEBUG then self.context:Sync(false) else self.context:Sync(true) end end *add the code in the right functions This one runs debug in a window and release fullscreen Quote Link to comment Share on other sites More sharing options...
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