Comments (19)
Do we have some priorities for a features?
And sync between windows and macos platforms?
For example I can implement for macOS:
toggle_fullscreen or set_video_mode with constants
is_fullscreen
Change window title
But maybe have sence to wait when it will be implemented on Windows?
from defos.
Make issues for anything you think is high priority and I'll work on other versions over time. High priority features should be ones that a game needs to release on Steam successfully. Things users expect and increase their quality of life as they play the game.
You do not have to wait. Go ahead and implement anything you feel like and I'll try to do the Windows versions when I can. @chaosddp will probably help with Windows over time too I hope.
from defos.
Of curse, I can try to implement the Windows version, though I am not familiar with win32. :)
from defos.
Probably going to need to wait 1-2 weeks until we do a 1.0 release for when Native Extensions are released on Windows / Linux then everything can be done with Native Extensions. Right now I can't do the Linux work because ffi can't be used at all apparently so I'll help to finish Win/Mac until NE go live for everything. I think I'll make a formal priority list and todo based on what I know is needed for releasing on Steam - which is honestly already close to being done thanks to you two all is left is some quality of life features. It's nice that @britzl already made Steamworks runtime extension and it should be easy to make Win/Linux version of that too once NE is released for both.
from defos.
@subsoap @chaosddp
What about defos.toggle_maximize() method?
from defos.
That would probably be a good one. The toggle is between maximize / restore on win
from defos.
added the defos.toggle_maximize and defos.is_maximize for Windows, but i have to restore the fullscreen state first
from defos.
Done for macOS too. Closed an issue #6
from defos.
There is native extensions for Windows now. I'll play with it this weekend to get some features done.
from defos.
Doing some Windows work now just a heads up. Edit: False alarm but I'm trying to make sure I'll have time this weekend...
from defos.
Later I will have a try too, though i am not familiar with c/c++. :)
from defos.
Multiple windows at the same time would be interesting. Just imagine snake or pong with diffrent windows.
from defos.
@VincentLagerros Could you clarify?
from defos.
A feature that makes it possible to lunch multible windows, all in the same game. Pong with 3 windows, one for each padle and one for the ball. Inconvinient, but funny af. You controll a window, not a character in a window, the window itself.
from defos.
It is probably possible. Probably easiest way to do it would be to render to texture in a render script, and then display a different texture on each window context.
Then you have to figure out how to make and manage the different window contexts.
I doubt any of us will spend time to implement this though but you could look into supporting multiple windows and having some way to display specific things to each.
from defos.
The only thing I need to make this possible, is a way to lunch Defold from Defold.
from defos.
Three copies of the engine running is different from three window contexts controlled by the same engine.
Launching more copies would be easy if you have a good way to communicate between running copies.
from defos.
Right now I am saving and loading data from a text document, not very efficient but better then nothing. Launching more windows whould be fine by me
from defos.
Done with set_window_icon method for html5, windows and macos
Merged, Thanks @dapetcu21 for a help
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Related Issues (20)
- Custom OS cursor breaking for macOS since recent update? HOT 12
- Need to change / improve method of setting HTML5 cursor
- Custom cursor images do not work in Microsoft Edge
- Multi monitor / tv setups can create issues with fullscreen mode HOT 2
- FPS cursor lock HOT 2
- Emscripten 1.39 support HOT 2
- hide cursor not working on mac HOT 2
- First input after toggling fullscreen not available on MacOS? HOT 1
- Should defos.on_click() be expanded to cover additional user interaction events? HOT 2
- Cross-platform custom cursors
- allow `clip cursor to game view area` for Linux HOT 1
- Set Window/View Size Before Game Start HOT 2
- Library stops project from building on linux HOT 8
- Changing the window title HOT 3
- Defos for dynamically scaling Defold game window in HTML5? HOT 2
- Toggling fullscreen re-enables window resize if previously disabled (Windows 10)
- Setting initial view size causes error `Could not find '@render' socket` HOT 4
- Updating to Clang 17 in Defold 1.6.2
- Windows 11, using defos.get_view_size() immediatly after defos.set_view_size() return different values. HOT 1
- View size from game.project affects HTML5 canvas size until first window resize
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